TOR for another fantasy setting
Posted: Thu Apr 23, 2015 1:39 pm
Zedturtle suggested in the new house rule forum thread that I make a new thread for my TOR conversion and explain why I even want to use the TOR rules for some other setting.
I don't know, how particular interesting or even useful this will be for other people, but maybe someone likes the theory behind it.
I want to add house rules and alter some TOR rules to fit the ruleset for a german fantasy setting named Splittermond. A lot of people might ask first, why.
------- Start of a long background story ------
The TOR rules are one of my favorite rulesets for pen&paper roleplaying games. I played a lot of Das schwarze Auge (a german pen&paper similiar like D&D) and Cthulhu and a lot of other stuff. Back in the days we had lots of time for a looong session, could well go over into the next day. And we met often. So, my group didn't mind complex rules and hour long fights, we enjoyed it, even enjoyed playing around with all those stats and loads of rules. But as you get older and you have less time to meet up, our interests in what we wanted out of a roleplaying game shifted. Getting a story flowing is more important, not getting caught up in a web of complex rules that stretch out moments in the session unneccessarily. We tried some systems that concentrated more on the storytelling aspect and had very little rules. But we noticed that too few rules quickly felt too arbitrary and even made us feel disconnected with the game.
And then we tried TOR and it has that amazing sweet spot of just enough rules (for us). An elegant, but efficient ruleset. Of course, the fact that rules and setting is connected very well helps, too. Our group is currently waiting for the campaign book to be released in german.
So, why would I ever want to change that? Don't get me wrong, I love Middle-earth, I played tons of MERP in my youth and I certainly will continue playing TOR. But.. the setting can be a bit narrow and sometimes you just want to get a change of scenery. In comes Splittermond. This is a typical fantasy setting (at least in terms of german roleplaying games), beautiful described, huuuge world (basically a whole planet), lots to discover. You can have your intrigues in a palace court in an orient flavored empire, or be a pirate on the vast oceans, or wander through exotic jungles, be a mage diplomat or a soldier protecting your land from rat creatures. And so on. My point is, lots of variety.
But, I'm not a fan of the rules for Splittermond. Too complex, too many little subrules for everything, fights are too long etc. I hear, a lot of people enjoy those rules, but it isn't my cup of tea anymore.
Nevertheless, I want to play in the setting. Without having to part with the TOR rules. Thus, the crazy idea to mix those two.
------ End of the long background story -----
Could it work in the end? I don't know, it could very well crash and burn. But, I'm having fun trying to find out if it could work. Splittermond and The One Ring even have some little similiarities. For starters, Splittermond has journey rules that are a lot like those in TOR. So much in fact, I'm thinking, they even could be called TOR-inspired (the publisher of Splittermond is the same as the german translation of TOR). They have journey tests, scouting and hunting, different terrains that can alter the difficulty of the tests, and journey events.
Splittermond also has some skills that are the same as TOR skills.
But yeah, other than that, a lot of it is different.
Here is a cover sheet and character sheets I made for my conversion:
Cover Sheet
Character Sheet Page 1
Character Sheet Page 2
Sorry, that it is german. Hopefully you can still see how it differs from the normal TOR sheet. My goal is to have any change and added rule in the same spirit of the original, meaning it remains elegant and doesn't get too complex.
Still, I added a fourth attribute (called Geschick - meaning something like dexterity). For two reasons. First, I needed more common skills. Splittermond has a lot more social interaction, more big cities and academics. I wanted skills to reflect that, giving, for instance, thiefs and academics (like mages) more options. Thus I added Locks/Traps, a slight of hand, arcane knowledge, acrobatics, perfomance (don't know, if this is the right word, like juggling, dancing, music and theatre) and changed some other skills. Second, I wanted to use dexterity for ranged weapons. Every ranged weapon would use dexterity for attribute/damage bonus instead of body. Dexterity would also determine, who acts first in case of characters being in the same stance in a battle.
Of course, a fourth new attribute means a new character creation regarding the attributes. Every player simply has 18 attribute points he or she can distribute between the four attributes. No attribute can be less than 2 and higher than 7.
I added new weapon skills since Splittermond has a variety of weapons. I didn't add all from the Splittermond list, I concentrated only on the main ones. The cutting weapon group (apologies if it is the wrong word) consisting of club, mace and war-hammer. Chain weapons consisting of a flail and a chain sickle (which is a special weapon in the setting). Staves consisting of battlestaff and a bladestaff. Crossbows consisting of a crossbow and a heavy crossbow. And, at last, throwing weapons consisting of small throwing weapons and throwing hatchets.
If someone is interested I can list the stats of the new weapons. I tried to keep them fairly similiar to the other weapons.
Next on the character sheet are the mage schools on the left side under the weapon skills. Right next to that is a space to note down your armour and overall encumbrance. The magic system is seperated in different schools in Splittermond. For instance, you have fire, water etc., or healing magic, illusion, death magic etc. Every school has different spells. I cut down the sum of the magic schools and simplified it since a lot of the spells in Splittermond are only useful within their set of rules. They wouldn't do much within the TOR rules.
My adaption works like this. You have your magic school, for instance, healing. The ranks can be bought simliar like the weapon ranks (meaning with experience points, although slightly cheaper). With every rank in a magic school you get a spell. Every magic school has 6 unique spells, sorted into ranks. Meaning the first rank spell is weaker (but costs also less focus points) than the 6th rank spell. For instance, the 1st rank spell in the transformation school is a spell that lets you change your haircolor. The 6th rank spell lets you change your whole appearance into that of another person. Every spell does something different, but always within the theme of the specific school.
A spell costs focus points. Focus points are calculated using: heart+wit+every rank in magic schools.
For instance, a character with 5 heart and 7 wits and 2 ranks in fire and 1 rank in light magic has 15 focus points. This means every time, a player gains a rank in a magic school, he gets 1 additional focus point. I thought, this was a good way to show the growing strength of a character that uses magic a lot.
Right now, I'm thinking every ranked spell of the same number has the same amount of difficulty (TN). So, the difficulty level of your highest ranked spell you have available is always somewhat challenging. I'm playing around with two different sets right now:
Rank 1 - 10
Rank 2 - 12
Rank 3 - 14
Rank 4 - 16
Rank 5 - 18
Rank 6 - 20
And a version that is more challenging:
Rank 1 - 10
Rank 2 - 12
Rank 3 - 15
Rank 4 - 18
Rank 5 - 21
Rank 6 - 24
I don't know which one would be better suited or if the TN should be entirely uncertain for players and always be depending on the gamemaster. Maybe you have some ideas regarding the magic system.
--------------------------------------------
Okay, that was a looong explanation about the magic system mainly, but it shows you hopefully what I'm going for. I also changed a lot regarding the character creation and virtues/rewards, but I think, I save this for another post.
And some will maybe have a big question on their mind. Is this still TOR? Yes and no. I know, that the TOR rules are very intertwined with the setting of middle-earth, but I'm hoping with some changes I will still have the same game flow only with another setting. I want it to remain simple, but being broader in its use.
And then I'm wondering, if it would be okay to share the final outcome of my attempts. Certainly, someone without knowledge of the TOR rules will NOT be able to use my conversion and I will try my best to limit the explanations in my "house rules" ONLY to changes I made. With this in mind and a proper mention/credits in a statement on the first page, would it be okay to share it, when it is finished?
I don't know, how particular interesting or even useful this will be for other people, but maybe someone likes the theory behind it.
I want to add house rules and alter some TOR rules to fit the ruleset for a german fantasy setting named Splittermond. A lot of people might ask first, why.
------- Start of a long background story ------
The TOR rules are one of my favorite rulesets for pen&paper roleplaying games. I played a lot of Das schwarze Auge (a german pen&paper similiar like D&D) and Cthulhu and a lot of other stuff. Back in the days we had lots of time for a looong session, could well go over into the next day. And we met often. So, my group didn't mind complex rules and hour long fights, we enjoyed it, even enjoyed playing around with all those stats and loads of rules. But as you get older and you have less time to meet up, our interests in what we wanted out of a roleplaying game shifted. Getting a story flowing is more important, not getting caught up in a web of complex rules that stretch out moments in the session unneccessarily. We tried some systems that concentrated more on the storytelling aspect and had very little rules. But we noticed that too few rules quickly felt too arbitrary and even made us feel disconnected with the game.
And then we tried TOR and it has that amazing sweet spot of just enough rules (for us). An elegant, but efficient ruleset. Of course, the fact that rules and setting is connected very well helps, too. Our group is currently waiting for the campaign book to be released in german.
So, why would I ever want to change that? Don't get me wrong, I love Middle-earth, I played tons of MERP in my youth and I certainly will continue playing TOR. But.. the setting can be a bit narrow and sometimes you just want to get a change of scenery. In comes Splittermond. This is a typical fantasy setting (at least in terms of german roleplaying games), beautiful described, huuuge world (basically a whole planet), lots to discover. You can have your intrigues in a palace court in an orient flavored empire, or be a pirate on the vast oceans, or wander through exotic jungles, be a mage diplomat or a soldier protecting your land from rat creatures. And so on. My point is, lots of variety.
But, I'm not a fan of the rules for Splittermond. Too complex, too many little subrules for everything, fights are too long etc. I hear, a lot of people enjoy those rules, but it isn't my cup of tea anymore.
Nevertheless, I want to play in the setting. Without having to part with the TOR rules. Thus, the crazy idea to mix those two.
------ End of the long background story -----
Could it work in the end? I don't know, it could very well crash and burn. But, I'm having fun trying to find out if it could work. Splittermond and The One Ring even have some little similiarities. For starters, Splittermond has journey rules that are a lot like those in TOR. So much in fact, I'm thinking, they even could be called TOR-inspired (the publisher of Splittermond is the same as the german translation of TOR). They have journey tests, scouting and hunting, different terrains that can alter the difficulty of the tests, and journey events.
Splittermond also has some skills that are the same as TOR skills.
But yeah, other than that, a lot of it is different.
Here is a cover sheet and character sheets I made for my conversion:
Cover Sheet
Character Sheet Page 1
Character Sheet Page 2
Sorry, that it is german. Hopefully you can still see how it differs from the normal TOR sheet. My goal is to have any change and added rule in the same spirit of the original, meaning it remains elegant and doesn't get too complex.
Still, I added a fourth attribute (called Geschick - meaning something like dexterity). For two reasons. First, I needed more common skills. Splittermond has a lot more social interaction, more big cities and academics. I wanted skills to reflect that, giving, for instance, thiefs and academics (like mages) more options. Thus I added Locks/Traps, a slight of hand, arcane knowledge, acrobatics, perfomance (don't know, if this is the right word, like juggling, dancing, music and theatre) and changed some other skills. Second, I wanted to use dexterity for ranged weapons. Every ranged weapon would use dexterity for attribute/damage bonus instead of body. Dexterity would also determine, who acts first in case of characters being in the same stance in a battle.
Of course, a fourth new attribute means a new character creation regarding the attributes. Every player simply has 18 attribute points he or she can distribute between the four attributes. No attribute can be less than 2 and higher than 7.
I added new weapon skills since Splittermond has a variety of weapons. I didn't add all from the Splittermond list, I concentrated only on the main ones. The cutting weapon group (apologies if it is the wrong word) consisting of club, mace and war-hammer. Chain weapons consisting of a flail and a chain sickle (which is a special weapon in the setting). Staves consisting of battlestaff and a bladestaff. Crossbows consisting of a crossbow and a heavy crossbow. And, at last, throwing weapons consisting of small throwing weapons and throwing hatchets.
If someone is interested I can list the stats of the new weapons. I tried to keep them fairly similiar to the other weapons.
Next on the character sheet are the mage schools on the left side under the weapon skills. Right next to that is a space to note down your armour and overall encumbrance. The magic system is seperated in different schools in Splittermond. For instance, you have fire, water etc., or healing magic, illusion, death magic etc. Every school has different spells. I cut down the sum of the magic schools and simplified it since a lot of the spells in Splittermond are only useful within their set of rules. They wouldn't do much within the TOR rules.
My adaption works like this. You have your magic school, for instance, healing. The ranks can be bought simliar like the weapon ranks (meaning with experience points, although slightly cheaper). With every rank in a magic school you get a spell. Every magic school has 6 unique spells, sorted into ranks. Meaning the first rank spell is weaker (but costs also less focus points) than the 6th rank spell. For instance, the 1st rank spell in the transformation school is a spell that lets you change your haircolor. The 6th rank spell lets you change your whole appearance into that of another person. Every spell does something different, but always within the theme of the specific school.
A spell costs focus points. Focus points are calculated using: heart+wit+every rank in magic schools.
For instance, a character with 5 heart and 7 wits and 2 ranks in fire and 1 rank in light magic has 15 focus points. This means every time, a player gains a rank in a magic school, he gets 1 additional focus point. I thought, this was a good way to show the growing strength of a character that uses magic a lot.
Right now, I'm thinking every ranked spell of the same number has the same amount of difficulty (TN). So, the difficulty level of your highest ranked spell you have available is always somewhat challenging. I'm playing around with two different sets right now:
Rank 1 - 10
Rank 2 - 12
Rank 3 - 14
Rank 4 - 16
Rank 5 - 18
Rank 6 - 20
And a version that is more challenging:
Rank 1 - 10
Rank 2 - 12
Rank 3 - 15
Rank 4 - 18
Rank 5 - 21
Rank 6 - 24
I don't know which one would be better suited or if the TN should be entirely uncertain for players and always be depending on the gamemaster. Maybe you have some ideas regarding the magic system.
--------------------------------------------
Okay, that was a looong explanation about the magic system mainly, but it shows you hopefully what I'm going for. I also changed a lot regarding the character creation and virtues/rewards, but I think, I save this for another post.
And some will maybe have a big question on their mind. Is this still TOR? Yes and no. I know, that the TOR rules are very intertwined with the setting of middle-earth, but I'm hoping with some changes I will still have the same game flow only with another setting. I want it to remain simple, but being broader in its use.
And then I'm wondering, if it would be okay to share the final outcome of my attempts. Certainly, someone without knowledge of the TOR rules will NOT be able to use my conversion and I will try my best to limit the explanations in my "house rules" ONLY to changes I made. With this in mind and a proper mention/credits in a statement on the first page, would it be okay to share it, when it is finished?