Advancing Fellowship Focus rules
Posted: Thu Mar 29, 2018 11:39 am
Introduction
During my game sessions on The One Ring as a Loremaster, I found that players don't make real efforts to enrich their relationships inside the Fellowship.
Though, my aim for that game consists partly in making the players tell and develop their group story. I don't want them to be characters cooperating just for the common challenges (battles, encounters, travels) with dice pools. I want them to interact, whenever and wherever they want, because I love that aspect inside the books. The Adventure to Mordor or to Erebor is a thing (and the game do it great). The progression around the relationships is another thing to create rhythm for that Adventure.
I guess some players need advanced rules not to forget to do it. And there are already rules for that, but maybe they're too "thin"?
Fellowship Focuses (FF) gives you Hope if your partner has no Wound, is not Miserable, etc. And I like that 'cause players will act to protect their Fellowship Focus. But according to me, those rules are meant to simulate the relation between two characters during the hardest moments (battles, corruption...). Great, but I want more. I want the whole relationship, I want to feel the consequences of every choice, every day of their Adventure.
On that purpose, I imagined advanced rules for the FF, using the Traits mechanics.
Fellowship Focus : from optional to mandatory
The RAW "suggests" players to create FF, but they are free not to do it. I guess the aim is to "focus" on one or two relationships. That's ok, but it means they are no rules for the others and I don't want the players to ignore each other, even if they focus on one or two characters. They live with the whole fellowship during their Adventures (at least), night and day, every minute, every second.
I suggest to ask the players to create a FF for every other character in the fellowship. That's the first part.
Relational Traits : describing the relationship
Second, players choose a Trait from a new list of "Relational Traits" to describe each Fellowship Focus. They can choose the same for several relationships or a different one, but they pick one for every character in the group. We maintain the fact that players can choose a different Trait for their common FF.
They can choose also one favourite FF (underline the Trait of that FF).
List examples: Brotherly, Master, Confidant, Servant, Teacher/Mentor, Student, Lover, Rival, etc.
We will replace the link between Fellowship Focus and Hope with another mechanic, no more Hope points recovered at the end of the session/adventure (don't remember the correct rule).
For these home rules, players will be rewarded Hope points when playing their relationships. So, this is how it could work...
Invoking the Relational Trait
A player can invoke a Relational Trait (and the FF at the same time) whenever and wherever it seems relevant during the Adventure.
By doing so, the two players (the one that invokes the FF and the target of the FF) interrupts and get the narration to play a short scene, featuring their relation from the first player's point of view. The aim is to make their relationship progress.
The players are invited to get inspiration from the location where they stand and the recent events of their Adventure and think how it could influence their relashionship positively. Get inspiration from the books too, there are many scenes out of battles/encounters that are meaningful for the progression of the characters' minds.
At the end of that short scene, the first player rolls a relevant skill (probably a social skill) to determine if the scene makes him recover Hope or not. Default difficulty is 14 (Loremaster decides to set it higher or lower). If the roll is a success, the player recovers 1 Hope point (more for better success quality?).
A favorite FF allows the player to roll the d12 twice and keep the better result.
A failure just means the relationship needs more attention (more scenes) to generate Hope.
Another way to use the Relation Trait is to invoke it when something happened that could have been that kind of short scene. Then, the player just rolls to recover Hope.
Shadow over the relationships
In the RAW, when a character is Miserable and the player rolls an Eye of Sauron, the Loremaster takes control of the character for a short time, playing his madness.
I suggest in theses home rules to extend that idea with the Relational Traits.
The Loremaster should take control of the character and invoke a FF's Relational Trait (the one he wants, or choosed randomly) whenever it's possible (not during a battle). Then, he plays a short scene around that Trait with the second player as if the first player invoked it, but this time, the relationship has to progress negatively.
Now, the Loremaster has the Shadow weakness and the Relational Trait to get inspiration for the scene. Players will have to consider those negative scenes for their next ones.
Changing Relational Traits
As a new Undertaking, a player can change a Relational Trait, to imply an evolution in the nature of his character's relationship with the targetted character.
During my game sessions on The One Ring as a Loremaster, I found that players don't make real efforts to enrich their relationships inside the Fellowship.
Though, my aim for that game consists partly in making the players tell and develop their group story. I don't want them to be characters cooperating just for the common challenges (battles, encounters, travels) with dice pools. I want them to interact, whenever and wherever they want, because I love that aspect inside the books. The Adventure to Mordor or to Erebor is a thing (and the game do it great). The progression around the relationships is another thing to create rhythm for that Adventure.
I guess some players need advanced rules not to forget to do it. And there are already rules for that, but maybe they're too "thin"?
Fellowship Focuses (FF) gives you Hope if your partner has no Wound, is not Miserable, etc. And I like that 'cause players will act to protect their Fellowship Focus. But according to me, those rules are meant to simulate the relation between two characters during the hardest moments (battles, corruption...). Great, but I want more. I want the whole relationship, I want to feel the consequences of every choice, every day of their Adventure.
On that purpose, I imagined advanced rules for the FF, using the Traits mechanics.
Fellowship Focus : from optional to mandatory
The RAW "suggests" players to create FF, but they are free not to do it. I guess the aim is to "focus" on one or two relationships. That's ok, but it means they are no rules for the others and I don't want the players to ignore each other, even if they focus on one or two characters. They live with the whole fellowship during their Adventures (at least), night and day, every minute, every second.
I suggest to ask the players to create a FF for every other character in the fellowship. That's the first part.
Relational Traits : describing the relationship
Second, players choose a Trait from a new list of "Relational Traits" to describe each Fellowship Focus. They can choose the same for several relationships or a different one, but they pick one for every character in the group. We maintain the fact that players can choose a different Trait for their common FF.
They can choose also one favourite FF (underline the Trait of that FF).
List examples: Brotherly, Master, Confidant, Servant, Teacher/Mentor, Student, Lover, Rival, etc.
We will replace the link between Fellowship Focus and Hope with another mechanic, no more Hope points recovered at the end of the session/adventure (don't remember the correct rule).
For these home rules, players will be rewarded Hope points when playing their relationships. So, this is how it could work...
Invoking the Relational Trait
A player can invoke a Relational Trait (and the FF at the same time) whenever and wherever it seems relevant during the Adventure.
By doing so, the two players (the one that invokes the FF and the target of the FF) interrupts and get the narration to play a short scene, featuring their relation from the first player's point of view. The aim is to make their relationship progress.
The players are invited to get inspiration from the location where they stand and the recent events of their Adventure and think how it could influence their relashionship positively. Get inspiration from the books too, there are many scenes out of battles/encounters that are meaningful for the progression of the characters' minds.
At the end of that short scene, the first player rolls a relevant skill (probably a social skill) to determine if the scene makes him recover Hope or not. Default difficulty is 14 (Loremaster decides to set it higher or lower). If the roll is a success, the player recovers 1 Hope point (more for better success quality?).
A favorite FF allows the player to roll the d12 twice and keep the better result.
A failure just means the relationship needs more attention (more scenes) to generate Hope.
Another way to use the Relation Trait is to invoke it when something happened that could have been that kind of short scene. Then, the player just rolls to recover Hope.
Shadow over the relationships
In the RAW, when a character is Miserable and the player rolls an Eye of Sauron, the Loremaster takes control of the character for a short time, playing his madness.
I suggest in theses home rules to extend that idea with the Relational Traits.
The Loremaster should take control of the character and invoke a FF's Relational Trait (the one he wants, or choosed randomly) whenever it's possible (not during a battle). Then, he plays a short scene around that Trait with the second player as if the first player invoked it, but this time, the relationship has to progress negatively.
Now, the Loremaster has the Shadow weakness and the Relational Trait to get inspiration for the scene. Players will have to consider those negative scenes for their next ones.
Changing Relational Traits
As a new Undertaking, a player can change a Relational Trait, to imply an evolution in the nature of his character's relationship with the targetted character.