Railroading in Tales (and how will Darkening be?)

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Ferretz
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Railroading in Tales (and how will Darkening be?)

Post by Ferretz » Thu Jul 11, 2013 8:12 am

So, we just finished Those Who Tarry No Longer from Tales from Wildeland. The players did OK, and succeeded in the quest. But up until now, the players have been feeling more and more that the adventures in Tales from Wilderland have been very "railroady". I agree to this, but I think this also comes from the stories in the source material, which are, in most cases, the journey between point A and B, and what happens along the way.

But how about Darkening of Mirkwood. Spanning over a 30 year time, it can't be as detailed as Tales from Wilderland, and I guess that the players will have more room to take the initiative and go on their own adventures.

Any thoughts? Anyone else having trouble with the railroading? :)

-E.

Francesco
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Re: Railroading in Tales (and how will Darkening be?)

Post by Francesco » Thu Jul 11, 2013 8:21 am

Ferretz wrote: But how about Darkening of Mirkwood. Spanning over a 30 year time, it can't be as detailed as Tales from Wilderland, and I guess that the players will have more room to take the initiative and go on their own adventures.
Any thoughts? Anyone else having trouble with the railroading? :)
-E.
The way I see it, the adventures in Tales and those in the The Darkening represent two extremes in storytelling. The adventures in Tales are more rigid, to stand as examples of 'typical' adventures in TOR; those in The Darkening are more modular, and are meant to be adapted, customised, and moved around in the chronology. To achieve that end, they are obviously more open than those in Tales from Wilderland.

Francesco

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Ferretz
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Re: Railroading in Tales (and how will Darkening be?)

Post by Ferretz » Thu Jul 11, 2013 8:46 am

Nice! I really enjoy Tales from Wilderland, even in it's rigid form. :)

While Middle Earth is about the "adventure", it would also be nice, at some point, to see some additional information about how to do other stuff. Maybe establish a stronghold and even dabble in local "politics" and intrigue?

Looking forward to Darkening of Mirkwood (and of course Heart of the Wild). In the meantime, I'm just going to work on my "Crafting Projects" and "Horses & Ponies" rules. :)

-E.

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Re: Railroading in Tales (and how will Darkening be?)

Post by Valarian » Thu Jul 11, 2013 9:21 am

I've not run the Tales from the Wilderland as a contiguous campaign, but I've used most of the scenes and ideas in a campaign that has stretched over a year. The battle at the Crossings, for instance, had the first character death (though they've got close before) and the characters are still remembering their fallen colleague. The adventures don't need to be run as a "railroad", but are structure for less experienced GMs to run as set adventures. Once they've got the hang of this, the Darkening book should give them plenty of ideas and hooks for taking things further (hopefully).
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Re: Railroading in Tales (and how will Darkening be?)

Post by doctheweasel » Thu Jul 11, 2013 4:02 pm

Francesco wrote:
Ferretz wrote: But how about Darkening of Mirkwood. Spanning over a 30 year time, it can't be as detailed as Tales from Wilderland, and I guess that the players will have more room to take the initiative and go on their own adventures.
Any thoughts? Anyone else having trouble with the railroading? :)
-E.
The way I see it, the adventures in Tales and those in the The Darkening represent two extremes in storytelling. The adventures in Tales are more rigid, to stand as examples of 'typical' adventures in TOR; those in The Darkening are more modular, and are meant to be adapted, customised, and moved around in the chronology. To achieve that end, they are obviously more open than those in Tales from Wilderland.

Francesco
Would you say it's similar to The Great Pendragon Campaign in structure (if you've read it)? That book was so modular and open ended, that many groups only play it when they play Pendragon, and have a radically different experience every time.

... and that is a good thing.

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Re: Railroading in Tales (and how will Darkening be?)

Post by Mim » Thu Jul 11, 2013 4:52 pm

Francesco wrote:The way I see it, the adventures in Tales and those in the The Darkening represent two extremes in storytelling. The adventures in Tales are more rigid, to stand as examples of 'typical' adventures in TOR; those in The Darkening are more modular, and are meant to be adapted, customised, and moved around in the chronology. To achieve that end, they are obviously more open than those in Tales from Wilderland.

Francesco
Oh man, this just fires my imagination - I can't wait to read this :D

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Re: Railroading in Tales (and how will Darkening be?)

Post by Francesco » Fri Jul 12, 2013 12:09 am

doctheweasel wrote: Would you say it's similar to The Great Pendragon Campaign in structure (if you've read it)? That book was so modular and open ended, that many groups only play it when they play Pendragon, and have a radically different experience every time.
The Great Pendragon Campaign (and its predecessor The Boy King) were indeed an inspiration for The Darkening of Mirkwood concept.

Francesco

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Re: Railroading in Tales (and how will Darkening be?)

Post by doctheweasel » Fri Jul 12, 2013 4:32 pm

Francesco wrote:
doctheweasel wrote: Would you say it's similar to The Great Pendragon Campaign in structure (if you've read it)? That book was so modular and open ended, that many groups only play it when they play Pendragon, and have a radically different experience every time.
The Great Pendragon Campaign (and its predecessor The Boy King) were indeed an inspiration for The Darkening of Mirkwood concept.

Francesco
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Re: Railroading in Tales (and how will Darkening be?)

Post by Rich H » Fri Jul 12, 2013 4:38 pm

Francesco wrote:The Great Pendragon Campaign (and its predecessor The Boy King) were indeed an inspiration for The Darkening of Mirkwood concept.
Although I love The Great Pendragon Campaign (GPC) and to be getting something like that, or at least inspired by it, for TOR is music to the ears I do think it has faults. People have mentioned railroading in this thread as an issue for them sometimes - well, there are many elements within the GPC that are nothing other than railroading of the worst kind: PC knights, beyond their involvement in combat/battles, are railroaded through many events with no power to change or influence them. It has some wonderful elements within it but also has some really poor ones too and needs a lot of work by GMs to run.
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Re: Railroading in Tales (and how will Darkening be?)

Post by Ferretz » Fri Jul 12, 2013 6:00 pm

I've talked to my group about the rigid nature of Tales from Wilderland (I really love those stories, don't misunderstand me!) and I suggested trying something different when we've done with the last of them. My suggestion is to try The One Ring as a "sandbox" rpg, until Darkening of Mirkwood comes out.

In this sandbox game, the character are free do go where they want, and find their own adventures, so to speak. The characters' motivations are the driving force.

I'm not sure how The One Ring handles when played that way, but we're going to try it out. It requires a great deal of knowledge about the setting on the part of the Loremaster, but I think I can manage that. :)

Have anyone tried playingt TOR as a "sandbox" game? Any thoughts?

I'm going to supplement the sandbox game with more Fellowship Undertakings, however. The players have been asking for stuff to do that's not directly tied to adventures. So, after finishing the "crafting rules" I'm working on, I'm thinking about adding rules for building and keeping "strongholds". These are built in years instead of Fellowship Phases, but it's a goal the Fellowship can work on that's not an adventure against the Shadow.

E.

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