I supported LOTRO when it went free.
My reasoning being, I love the lore and what they've done to the place; they deserve it.
In general, though, there's something I've noticed about F2P games - while cheaper for the bare essentials, they end up being about twice as expensive as buy-once play-many games, for the same experience. This is most in evidence in games which were once pay-to-play but became free; what you once had for $10-$15 a month will cost you about a year's subscription to unlock, not counting ridiculous continual-outlay fees on some games. And on iOS, Gameloft provides sterling examples of the downside to this system: where once you'd pay $7 to unlock the game forever, now you can play what amounts to a demo, or pay $30 per gun to unlock parts of the full game experience.
I'm not sure whether this is due to greedy publishers, the "whales" model of support common to free-to-play games, or a combination of both. All I know is that it's disadvantageous in the extreme to the average consumer, who will be limited to playing one or two games in any depth simply by the cost associated therewith, at (as far as I can see) no real added value for the publisher. (People who actually pay the full price are 1 in 20, or fewer, even with the relatively rarified free-to-play atmosphere. If every significant game goes free-to-play, I can't help but think publishers will choke each other to death in their efforts to claim the lion's share of "whales."