Planning and adventure
Planning and adventure
Hi all,
I'm new to TOR in-so-much as I haven't played a live game yet or LM'd. I've (just about) managed to have my partner agree to giving TOR a shot (she's never RP'd), so here's my question: how do those people that plan/plot/write and adventure do so? I have a plot in my head, but I'd like to get it down onto paper so I can work out the kinks and have something I can refer back to. I've tried a couple of times to sit down and get a crude chain of events down but every time I find myself running away because I don't know how to approach the task.
Many thanks in advance!
I'm new to TOR in-so-much as I haven't played a live game yet or LM'd. I've (just about) managed to have my partner agree to giving TOR a shot (she's never RP'd), so here's my question: how do those people that plan/plot/write and adventure do so? I have a plot in my head, but I'd like to get it down onto paper so I can work out the kinks and have something I can refer back to. I've tried a couple of times to sit down and get a crude chain of events down but every time I find myself running away because I don't know how to approach the task.
Many thanks in advance!
Re: Planning and adventure
This might be an obvious piece of advice if you've been GMing for long, but DON'T write out what the PCs do... that's railroading. Write a situation and come up with what will happen if the PCs don't get involved.
Jacob Rodgers, occasional nitwit.
This space intentionally blank.
This space intentionally blank.
Re: Planning and adventure
Yes, zed's advice is solid. For a good idea on how to structure an adventure, take a look at "The Marsh-Bell" in the rulebook, or some of the other published adventures (all of which are outstanding, in my view). They give good advice, as well as providing the format and methods for dealing with mechanics like Encounters (so how to set up Tolerance, explain whether a character values Wisdom or Valour, etc.), Journeys (giving you a good idea of appropriate Hazards during travel), and Battles (providing explanations and allowing for variety with your battles and combat encounters), plus much more.
Welcome to the forum, rav3nking.
Welcome to the forum, rav3nking.

Tale of Years for a second, lower-level group (in the same campaign).
Re: Planning and adventure
Alrighty. Real keyboard, so now I can expand a little bit...
As I mentioned above, have a situation and an idea of how things will progress if the heroes don't interfere. This will give you hooks to hang possibilities on. But don't plot out an 'ideal' path for the heroes to follow, that way leads frustration. You can write up scenes, but be prepared for ways that those scenes might change, be skipped over or be reached in a different order by the PCs.
The published adventures give you a very good understanding of how these things work. The format helps too... answering the "When, Where, What, Why and Who" questions will help a lot too.
As I mentioned above, have a situation and an idea of how things will progress if the heroes don't interfere. This will give you hooks to hang possibilities on. But don't plot out an 'ideal' path for the heroes to follow, that way leads frustration. You can write up scenes, but be prepared for ways that those scenes might change, be skipped over or be reached in a different order by the PCs.
The published adventures give you a very good understanding of how these things work. The format helps too... answering the "When, Where, What, Why and Who" questions will help a lot too.
Jacob Rodgers, occasional nitwit.
This space intentionally blank.
This space intentionally blank.
Re: Planning and adventure
Thank you both for your help - hopefully I'll make a tale worthy of Mor--I mean sharing
My premise is inspired by 'Of Leaves & Stewed Hobbit' in so much as I want to create/follow the events that lead to the founding of The Easterly Inn.

My premise is inspired by 'Of Leaves & Stewed Hobbit' in so much as I want to create/follow the events that lead to the founding of The Easterly Inn.
-
- Posts: 5160
- Joined: Mon Jan 13, 2014 5:20 pm
Re: Planning and adventure
My advice: when creating your non-player characters, whether allies or villains or something in between, spell out both their motivations and their personality traits (pick from hero traits, even.) When players do unexpected things, knowing what makes the NPCs tick will help LMs improvise appropriate and believable responses.
You don't need to write paragraphs, just a few choice details that paint a picture. "Angrim's pride and resentment led him to accept the Ringwraith's bargain, but now he feels trapped and is terrified of either being caught or betraying his new master."
You don't need to write paragraphs, just a few choice details that paint a picture. "Angrim's pride and resentment led him to accept the Ringwraith's bargain, but now he feels trapped and is terrified of either being caught or betraying his new master."
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Planning and adventure
Plenty of good advice here. I second Glorelendil's advice about giving NPCs motivations and traits.
If you are not very familiar with the rules, make notes of how to resolve specific actions, e.g. forced march or pursuits. It can be as detailed as copying the rules or it can be a page number to tell you where to find the rule in the sourcebook. It will keep the momentum going when your players reach the given episode/scene and have to use a specific rule.
As for resources, I personally like to have a portflio of NPCs and archetypes. That way I can draw from it when I need a specific character. It does not have to be a detailed profile but a blurb on the character's motivations, traits, as well as how to roleplay it and a couple quotes.
Similarly, I like to have a few maps and sketches of buildings handy (inns, taverns, etc.). Even though The One Ring is not wargamy, I find it helpful to have a map in front of me to describe a place.
If you are not very familiar with the rules, make notes of how to resolve specific actions, e.g. forced march or pursuits. It can be as detailed as copying the rules or it can be a page number to tell you where to find the rule in the sourcebook. It will keep the momentum going when your players reach the given episode/scene and have to use a specific rule.
As for resources, I personally like to have a portflio of NPCs and archetypes. That way I can draw from it when I need a specific character. It does not have to be a detailed profile but a blurb on the character's motivations, traits, as well as how to roleplay it and a couple quotes.
Similarly, I like to have a few maps and sketches of buildings handy (inns, taverns, etc.). Even though The One Ring is not wargamy, I find it helpful to have a map in front of me to describe a place.
-
- Posts: 5160
- Joined: Mon Jan 13, 2014 5:20 pm
Re: Planning and adventure
Gamers typically love maps, regardless of whether they are necessary, so I second that.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Who is online
Users browsing this forum: No registered users and 6 guests