I'm worried this has taught them some bad habits, which is why the next session will feature a random encounter of 1d6 purestrain genestealers in the ship's air vents.
Your Rogue Trader random side-encounter: 1d6 purestrain genestealers.
My Dark Heresy campaign climax: 1 purestrain genestealer
When chasing down the orcs that had captured Merry and Pippin; Aragorn, Gimli, and Legolas run more than 130 miles in three days. This blows Eomere’s mind when they tell him, and is easily one of the best moments in The Two Towers.
That's one of the great things about Lord of the Rings. The 130 miles in three days is... in the boundaries of possible. It's beyond exhausting and very few could do it. But we can believe it. And the men of dunedain are a noble bloodline. Aragorn is... 87? That's a funny moment in the movies when Eowen learns how hold her crush is. In fact, some of the best moments are with Eowen. Honestly if I were Aragorn I'd have been sorely tempted to ditch Arwen on the spot for her. They have way better chemistry.
You know now that I've started sperging about One Ring, I want to continue. It's not an extensive game line. There's a core book which has plenty in it, there are two location supplements - a region book for Eriador and one for Moria and its immediate environs, a GM screen and a Beginner's Boxed set that contains dice, a cut down rulebook and some adventures with Bilbo. The adventures with Bilbo are very, very low-key in and around the shire. Like one of the encounters is sneaking past a small terrier - it would be a fine set of adventures for younger children. Actual combat in this game is relatively simple and partially abstract. It's dangerous but with some chances to survive death if you're quick and sensible about first aid. If you fight outside your abilities though - taking on a cave troll or something - you'll know it fast.
PCs have a Hope and a Shadow stat. Hope is like a pool that you can spend for extra dice - like Edge in Shadowun. But it's also a reflection in game of your spiritual state. And if it falls below your Shadow, your character becomes Miserable. When Miserable then rolling 1's can start to have negative consequences. Shadow starts low for characters but can rise through factors like your choices, the lands you are in and other things. It's a simple and effective mechanic that again captures the feel of Lord of the Rings very well and it can subtly and mechanically represent things like Gandalf's appearance at Helm's Deep or drawing the Light of Elendril. Or at the other end, Gandalf rolling 1's after days in the cold darkness of Moria and going off that bridge. It may sound twee but if you're an actual Tolkien fan you'll probably enjoy that.
Different "callings" (i.e. classes, though they're not very deterministic beyond some favoured skills and starting stuff) have particular Dooms that can come into play if Shadow gets out of control. Like for "Treasure Seeker" accumulating a lot of Shadow can lead to "Dragon Sickness". I.e. avarice.
Related to Shadow is a group level trait which is the Eye's awareness of it. Various actions can increase this. Using magic is a particularly egregious explaining why Gandalf will try for an hour to light a campfire in the rain rather than speak a word of power and ignite the wood. The base awareness is also increased based on where you are. Rambling in The Shire? Sauron is unlikely to be paying attention. Prowling through Mordor? Best believe he might notice you. If / when you become noticed, the dark lord's malign influence may manifest in the attention of fell beasts, ill-favoured environments and other things. Think of how Saruman sent the weather against the Fellowship when he became aware of them trying to cross the mountains, and they were forced to go via Moria to escape his attention.
That sort of low-key magic permeates the game. In one of the Beginner adventures depending on how you treat a large owl, other animals may regard you as courteous and considerate or rude and objectionable. And behave accordingly. A Dunedain character might even learn the language of birds and hear tell of orcs crossing the plains from them. And none of the groups regard their own abilities as magical. To an elf, speaking with a river is simply a matter of listening to what it says, it's not some magic spell. But to a man of Bree that's a magical feat. A fine coat of mithral might just be fine craftsmanship to a dwarf but is near magical to others. All of this fits exceptionally well with the natural magic feeling of Tolkien's world.
You can use the rules and most of the stats to set your game at any point in the timeline and anywhere. But the default time period for the game is near the end of the Third Age around fifty years before the events of The Fellowship of the Ring. Saruman is taking residence in Isengard and ordering its restoration, Bilbo has returned from his big adventure and is living in Bag End, busily writing letters and Frodo's parents are courting. There are rumours of orcs in the South bearing a sign of a single baleful eye and Wargs have grown bolder. It has a nice feel of bucolic splendour combing with growing menace.
It may not be to everyone's taste - I can't see the sort of player who likes to name their character "Farty the Fighter" and obsess over stats and tactics immediately picking it up. But it does a superb job of capturing the feel of living in Tolkien's world.