Robin Smallburrow wrote:Where is The Enemy? Orcs are not one of the free peoples because they are Servants- this is something players tend to forget, that an Orc PC is not 'free to do what they want'.
U need some rules to indicate this- perhaps double Eye Awareness penalties?
I'm not saying u can't have Orc pcs, only that they shouldn't have the same freedom.
Robin S
Thank you for your comment,
Robin!
Short answer: you're right, and that's why the Culture is the Orcs
of the Misty Mountains, and not simply "Orcs". In fact, personally I would never allow to play Orcs of Mordor, or Orcs of Isengard. The Orcs of the Misty Mountains are the only orcs with a certain degree of "freedom", at least in a time when the Enemy is still weak and/or hidden.
For this reasons, this Culture should be ideally played before the Darkening of Mirkwood, or at least during the Darkening but before the War of the Ring, in a period where the Orcs of the Misty Mountains were relatively free to pursue their own goals, and the calling of Sauron wasn't so strong yet.
A "weakened" Sauron would be a perfect "Patron" for the orcs, though. Rules for a kind of "Eye Awareness for Orcs", instead, would be great to explore the possibilities of a campaign where a party of Orcs is struggling to break free from Sauron's will, albeit not in a "redeeming" way but just in terms of free will (to do bad things on their own rather than being ordered to, of course).
MattG wrote:Lastly, “degeneration” twist could be interesting. Every time orc is given second chance by free peoples after begging for life and failing some test (corruption of kindness? lol) or when building strong bonds within the band (acts of "true" friendship, sacrifice, truthfulness, etc.) should be punished by some kind of "Points” describing him being more weak or soft, degrading in the evil ways a bit not to his advantage. That wouldn’t change the orcish nature, no hope there, but expose him to the social/way of life dangers. Maybe as bout of madness he will hesitate to kill unarmed/ begging foe which might bring him bad consequences (hesitated too long and exposed himself or believed where normally wouldn’t and was tricked, will recover less endurance after sharing food with weaker comrade or something along those lines). But it might be nonsense speaking thru me, I am not sure I ever heard of orc being anything other than coward in his evil ways and that is already mentioned in the rules. They were born naturally evil and don't remember the life before the change like Golum did.
Thanks for your kind comments,
Matt!
By the way, that's exactly what I had in mind designing
Cowardice. Ideally, an crc should gain advantage from behaving as his negative Traits dictate, at least as long as he stays in an orcish society. An orc behaving in any softer way would be seen as a coward, pathetic or otherwise weak representative of his race.
Cowardice rules means that an orc character is irredeemable, at least in conventional ways: being "good" doesn't make him better, it actually makes him worse in the eyes of his society.