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JamesRBrown
Posted: Jan 10 2012, 03:31 AM
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Last week something happened near the climax of an adventure that I haven't seen in awhile - one of my player heroes died from the club of a stone troll.

There were only two heroes battling this thing and they managed to chip away at its Endurance until it reached zero. Then, one of the heroes fell unconscious from a blow, leaving his partner to finish the beast alone.

Because of the troll's special ability to fight on at zero endurance until it takes a wound, it was a tough fight. Three times the hero had a chance to pierce the creature, but each time it made the protection rolls by a margin of 1 (so close!). Finally, the club came down, wounding the hero and dropping his endurance to zero at the same time and he died.

It was a sad moment because the character had been made with care. But in a strange way, it also made the game better.

Still, after my players had gone home, I was wondering how things could have been different. As Loremaster, was there something I could have done to save him? But then I asked myself, "why didn't they run away when they knew they were in trouble?" They hadn't even thought of running. All they could think of was defeating the troll and becoming war heroes among their allies. That is why they went to the West Upper Vales to begin with - to join their Beorning brothers and Woodmen friends in driving out the last enemies from the Misty Mountains. They really were heroic.


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Valarian
Posted: Jan 10 2012, 04:25 AM
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Presuming someone would have heard of the exploit, perhaps via the unconscious surviving(?) character, then make a song of the exploit and have it sung in the presence of the player's next character - inspiring him on to glory.


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Kaneda
Posted: Jan 10 2012, 05:23 AM
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Yes, they really were heroic.
Maybe a little unwise, but that's just what heroism is.
And don't worry, as you say, sometimes the death of a hero is just right. It fit well the story, adds depth and gives the survivors a more powerful drive to carry on (and avenge the fallen!).
I also would take in consideration the hint Valarian gived. In a while, as they stop at a Beorning's village, let them hear a song on the gallant that chalenged the troll of the mountain, but died. It could be very cool!


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Mim
Posted: Jan 10 2012, 08:44 AM
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Valerian & Kaneda make great points - it sounds as if you have an epic in the making & everyone's having fun. Losing a hero is always tough, however, it sounds as if you're on the right track. Don't second guess yourself about the Troll. They're nasty creatures & supposed to be a gritty fight. Heck, the Ologs threatened to punch through the Host of the West at the Black Gate ohmy.gif.

If your players are so inclined, perhaps during the hero generation process for this new character, you may want to consider recommending that they create (relatively simplistic) family trees.

In the event that something tragic befalls another hero, they then have the options already established - "If it's alright with you James, can I play my younger brother? The exploits of _ inspire him to continue in his elder brother's footsteps to protect his people & rid the North of the taint of the Enemy's servant _ ..." (et al)
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Jakob
Posted: Jan 11 2012, 09:35 AM
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Sounds like good tragedy! If I was the player of his surviving friend, I probably wouldn't go down the "he was a great hero and I will avenge his death" road, but would play him more as feeling guilty: "Why were we so reckless? I shouldn't have taken him along!"
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Gildir
Posted: Apr 28 2012, 01:29 PM
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Something that surprised me perusing TOR is that it actually seems more open to the concept of PC death than its immediate predecessor (Decipher's Lord of the Rings Roleplaying Game). Of course, this might be partly because the concept of generational play makes death a more natural part of the game, and prevents it from undoing everything a player has accomplished in building and improving his character. Still, I was startled to see that TOR even has a rules example at one point in which the PC dies. Quite a contrast to the Decipher game, which, although it raised the possibility of PC death, sternly warned Narrators/Loremasters that such an event could ruin a player's enjoyment of the game, and even encouraged them in some instances to fudge die rolls to protect their players' characters...
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Horsa
Posted: Apr 28 2012, 02:44 PM
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In this age of computer games with reset and save options p
Ayer character death has become a very rare thing. Almost every piece of Game Master advice includes reams on how to keep characters alive when they should have died.

I have the reputation as a killer GM simply because I occasionally allow PCs and important NPCs to die. No one in my games has script immunity.

Tolkien didn't exactly pull punches with his characters either. Bunches of the Dwarves died in the Battle of Five Armies, Balin and company died in Moria, Borromir perished, Merry and Pippen spent quite a bit of time as captives of the Orcs, and of course Frodo spent quite a while recovering from being wounded and ultimately failed in his great quest.

Two characters who go toe to toe with a stone troll deserve what they get. Remember that a single cave troll gave all Nine! of the Fellowship of the Ring quite a hard time in Moria. Trolls are tough opponents, to even be able to almost kill one is a singular accomplishment.

Don't cheapen their sacrifice by fudging the die rolls, and maybe next time they will consider fleeing before a foe beyond their strength.

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Garn
Posted: Apr 28 2012, 09:16 PM
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Two characters against a Stone Troll? Epic tale - and I would suggest handling things in exactly that fashion.

When the party returns to town and/or to the player's family, have anyone nearby listen to what the characters say. This could be passersby in the street, locals relaxing in the common room of the Inn, family members if at a private home, audience members if announced to a Patron or other 'official' personage.

You might subtly mention that these listeners are quite attentive. No one is talking. Everyone is riveted to the tale. Basically try to work the player into storytelling / narrative mode, allowing the player to tell the story however they like - with or without embellishment.

But the next time they are in the area I would suggest that they overhear a recently created saga, epic poem, ballad, whatever, that is an alternate rendition of the story the player told.

(If this is the Party's home base, a place they're constantly returning to, perhaps have a local bard working on the music at one point while the party is present. Someone asks what the bard's doing and he responds 'Ah, something I'm working on.' Next time around they hear the bard trying to piece together some non-revealing words. Third time they get the full rendition.)

BTW, who lost their character? Alex or Stefan?
(For those wondering: http://cubicle7.clicdev.com/f/index.php?tr...pic=2788&st=20)


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JamesRBrown
Posted: Apr 28 2012, 09:35 PM
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It was neither, although Alex was playing that game. One of my great roleplayers, Ryan Applegarth - it was his Woodman that died. I can hardly wait for Ryan to get back from college so that my home group of gamers can play TOR again. This should happen mid May. When they do, I will post a pic...and we plan on re-recording The Goblin Song from Tales from Wilderland as an ensemble with "instruments."


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Mordagnir
Posted: Apr 28 2012, 09:37 PM
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Character death helps keep your players and their heroes on their toes. I'm not a fan of killing heroes because of poor luck, but if they fight when they ought to run, the only way to teach them a lesson is make the consequences stick. Moreover, when they realize that death is a real possibility for the heroes, they'll be more creative and more thoughtful about the challenges they face.

Just my thoughts.
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Throrsgold
Posted: Apr 28 2012, 10:12 PM
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QUOTE (Mordagnir @ Apr 29 2012, 01:37 AM)
Character death helps keep your players and their heroes on their toes.  I'm not a fan of killing heroes because of poor luck, but if they fight when they ought to run, the only way to teach them a lesson is make the consequences stick.

I don't actively try and kill my player's characters, but I am not afraid of killing them, either. I have told my players that I believe that there are areas that can become quite dangerous from time to time and that I do NOT believe that encounters should be gauged for them according to level, etc. I point out my favorite historical precedent ... on June 25, 1876, George Armstrong Custer went someplace he shouldn't have gone when he knew of his enemy's presence and disposition and got himself and 240+ men with him killed. This "encounter" was NOT gauged according to his "level" and he had the opportunity to avoid it ... instead he rushed headlong to his death. I know, in general, what is going on in my campaign and where, too ... there are many chances of encounters in many instances ... some are easy and some are hard. Thinking that everything is offered up to be slaughtered by PCs will get PCs killed in my game ... some things NEED to be fled from! Players in my campaigns have learned to be cautious.

James, I think the character death was a good death and the entire situation quite heroic. Good job! wink.gif


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hoplitenomad
Posted: May 1 2012, 12:11 AM
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IIRC Hurin slew 70 Trolls in a row.


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Does anyone know what her alias Dernhelm means?

She was kown as dernhelm because of her exclaimation when she realized that the rider's headgear was heavy and obscured her sight.

'Dern Helm"

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CheeseWyrm
Posted: May 1 2012, 12:25 PM
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QUOTE (hoplitenomad @ May 1 2012, 04:11 AM)
IIRC Hurin slew 70 Trolls in a row.

Aye, Hurin and his fellow First Age lords of men (Huor, Tuor, Beor - and of course Turin & Beren) were truly magnificent.
Just for kicks I've pondered what the game-stats for such First Age legends would look like (not that I plan on introducing them into my game). Furthermore - I wonder how much adaptation / development of the TOR rules would be required to cater for First Age adventuring.
Crikey! Imagine playing heroes in Beleriand.... 'twould be grand.
Now that's a stage for some heroic death to wax bardic about!


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