The Marsh Bell - is it fun?

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Pen242
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The Marsh Bell - is it fun?

Post by Pen242 » Mon Mar 26, 2018 8:53 pm

Hi all,

I'm running a game coming up with new players. I have never run the Marsh Bell, but I've looked it over.

Aside from introduction to game mechanics, did your group actually find this adventure fun? Should I start with Tales of Wilderland instead?

I ask because, at least for me, when I think of going through Middle-earth the first time, I'm not sure if I would think of journeying through a bog.

How did it work out for your group? Did they have a fun time? Is there another adventure that you all start with (that's exciting)?

I know that a adventure is what the LM and players make it. It's a combined effort and not just up to the adventure module. I just want this first group to have a really good time.

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beardo1976
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Re: The Marsh Bell - is it fun?

Post by beardo1976 » Mon Mar 26, 2018 9:10 pm

I'm in a group that is currently playing through it and I can say that so far its been a blast. It's not overly complex, which is good for a first adventure. We are almost all new to the system so the simple plot has given us space to learn how the various systems work.

Thumbs up from me!

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Majestic
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Re: The Marsh Bell - is it fun?

Post by Majestic » Mon Mar 26, 2018 10:22 pm

I think it is pretty good, and my group had fun with it as well.
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).

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Obadiah
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Re: The Marsh Bell - is it fun?

Post by Obadiah » Mon Mar 26, 2018 10:32 pm

My group enjoyed it enough that they said straight up after finishing it that they have put it on their list of things to comeback to and workout what exactly these ruins were, why they were here and who the marshdwellers are. That seems to say that they enjoyed it.

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Agnot
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Re: The Marsh Bell - is it fun?

Post by Agnot » Mon Mar 26, 2018 10:51 pm

My fellowship enjoyed it as well. It introduced them to some legendary NPC's. Further, it gave them a chance to build a relationship with those NPC's that they still periodically utilize. Gloin is still a figure that revolves in and out of our stories on a regular basis. The ruins sparked a conversation on the Old Road, where it began and ended, and why it is in such a state of disrepair.

I'd say that if you have an inquisitive group with a good knowledge of the world, then anywhere in Wilderland is a good place to start. It is rich in history.

Zulgolra
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Re: The Marsh Bell - is it fun?

Post by Zulgolra » Mon Mar 26, 2018 10:59 pm

I disagree with the posts before. Although I find the journey part and the ruins very good and atmospheric, I found the Marsh-Dweller-Situation with a merely unbeatable foe not ideal for new players, because it forebids them a certain heroism...
In the end you have to run, that is the only solution offered in the adventure (aside from dying). Thats narrows it down and can be an obstacle when your players have characters like Boromir or Eomer in mind.

So if you wan't to use it, maybe take a look at Richard Hs Version "To journeys end and eagles eyrie"? It gives a more satisfying ending...

What really worked well for me and my players was "Words of the Wise", or a Version of "Trouble at Eel Tarn", or "Theft of the Moon"...

Disclaimer: This is only my Opinion and I just offered it to widen perspective...

Glorelendil
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Re: The Marsh Bell - is it fun?

Post by Glorelendil » Tue Mar 27, 2018 2:36 am

Zulgolra wrote:
Mon Mar 26, 2018 10:59 pm
I disagree with the posts before. Although I find the journey part and the ruins very good and atmospheric, I found the Marsh-Dweller-Situation with a merely unbeatable foe not ideal for new players, because it forebids them a certain heroism...
In the end you have to run, that is the only solution offered in the adventure (aside from dying). Thats narrows it down and can be an obstacle when your players have characters like Boromir or Eomer in mind.

So if you wan't to use it, maybe take a look at Richard Hs Version "To journeys end and eagles eyrie"? It gives a more satisfying ending...

What really worked well for me and my players was "Words of the Wise", or a Version of "Trouble at Eel Tarn", or "Theft of the Moon"...

Disclaimer: This is only my Opinion and I just offered it to widen perspective...
By "new players" do you mean "new to TOR only" or "new to RPGs"? I could see experienced gamers who are new to TOR having trouble understanding that you are meant to run away and leave the treasure...it's kind of the antithesis of how most RPG adventures are meant to conclude.
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Earendil
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Re: The Marsh Bell - is it fun?

Post by Earendil » Tue Mar 27, 2018 2:08 pm

It wa the first adventure I ran in my campaign, and the players seemed to enjoy it fine. They were still learnging the system, of course, so it wasn't as smooth as some later adventures. But I think it's a good intro. Meeting Galion, when the elf in the party recognised him and realised that he'd been demoted as punishment for his failure in The Hobbit gave the players a good laugh!

As for the idea that there's an enemy too powerful for you to defeat, and the only thing you can do is run and hope to survive? That is unusual in roleplaying games, but it's very Tolkien (Fly, you fools!) so before starting the game, I pointed out to the players that Middle-Earth is like that sometimes, and they shouldn't expect every enemy they meet to be of an appropriate challenge rating. Sometimes even heroes need to know when to back down. Besides, their mission was to rescue Dwarves, not to kill Marsh-Dwellers.
Aiya Eärendil Elenion Ancalima!

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Pen242
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Re: The Marsh Bell - is it fun?

Post by Pen242 » Tue Mar 27, 2018 2:44 pm

Earendil wrote:
Tue Mar 27, 2018 2:08 pm
As for the idea that there's an enemy too powerful for you to defeat, and the only thing you can do is run and hope to survive? That is unusual in roleplaying games, but it's very Tolkien (Fly, you fools!) so before starting the game, I pointed out to the players that Middle-Earth is like that sometimes, and they shouldn't expect every enemy they meet to be of an appropriate challenge rating. Sometimes even heroes need to know when to back down. Besides, their mission was to rescue Dwarves, not to kill Marsh-Dwellers.
This is a good idea. Thanks. I'm definitely going to do this!

Pen242
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Re: The Marsh Bell - is it fun?

Post by Pen242 » Tue Mar 27, 2018 2:46 pm

Zulgolra wrote:
Mon Mar 26, 2018 10:59 pm
I disagree with the posts before. Although I find the journey part and the ruins very good and atmospheric, I found the Marsh-Dweller-Situation with a merely unbeatable foe not ideal for new players, because it forebids them a certain heroism...
In the end you have to run, that is the only solution offered in the adventure (aside from dying). Thats narrows it down and can be an obstacle when your players have characters like Boromir or Eomer in mind.

So if you wan't to use it, maybe take a look at Richard Hs Version "To journeys end and eagles eyrie"? It gives a more satisfying ending...

What really worked well for me and my players was "Words of the Wise", or a Version of "Trouble at Eel Tarn", or "Theft of the Moon"...

Disclaimer: This is only my Opinion and I just offered it to widen perspective...
Thanks for the feedback. Did you run the adventure? Were your players left unsatisfied?

There's only one person that's played other RPGs, so the rest will go into this fresh. I wonder if that will make a difference?

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