Vaeldroth wrote:Just wanted to let you all know I didn't give up. I had a TOR game on Saturday with some friends, and they seemed to enjoy it,.
I am happy to hear this! It gets easier the more you play - and the easier it gets the more fun it is, and the more fun it becomes, you more you want to play!
I am really having a hard time with what the adventure seems to expect, they only give you a few ideas and really no other adventure hooks to get the players motivated. .
What I have done is left the game almost completely in the hands of the players to determine the next adventure(s). That is not to say that I don't have certain ideas that I use - but I leave many of them open-ended so that I can drop them in, whenever I feel I want to and in a variety of different settings so that wherever the PCs go - I can still employ some of the encounter ideas I've come up with - and I use the published one to mine ideas from (if not using it wholly).
Also at the beginning of a character's existence, I ask the players to imagine their Traits/Distinctive Features, and calling and come up with a couple of important things to the characters life that they would like to achieve and I work with them to somehow tie in the lore of Middle-earth to their aspirations. A dwarf PC for instance wants to stare into the Dimril Dale. An elf PC wants to visit Rivendell, A hobbit PC wants to visit the Carrock from Bilbos' story where the eagles safely dropped him off. Etc.
Between the plentiful plot-hooks, and the PCs own dreams and aspirations allows for a "sandboxy" game where the players choose where they want to go next, and choose what undertaking to pursue. To do this successfully, though, you need to drop about 2-3 various plot hook teasers in every game you play that the players may want to follow up on. Rumors, maps found, discoveries, political events, seemingly random encounters etc. I make sure that when I run a session, that I drop a couple of important facts or discoveries or rumors, that the players learn just enough about to whet their appetite. Perhaps it's a song, or poem or story they remember, or a stranger on the road with dark tidings, or any number of things. I don't have each of them "mapped" out or planned - just ideas to build on. During the Fellowship Phase they discuss what they want to pursue and then I work on elaborating on the hook they want to go after. If they happen to be going in a direction that one of the many published adventures or shared ones on here take place in, then I'll run the events in that one that just "happen to unfold" while the PCs are pursuing their own interest.
For instance, the heroes recently wanted to cross the Elf-Path through Mirkwood to pursue their own goals in life (stated above) so I used the Don't Leave the Path adventure seamlessly placed. Now they're in the Anduin Vale and visiting the Easterly Inn (which they had heard about several games before by another hobbit in Lake-Town talking about it), so I'm introducing the Stewed Hobbits events now that they're there, and when they finally meet the Woodmen, I'll use Words to the Wise. Meanwhile they're also pursuing their own hooks and I'm dropping new hook ideas while they go. So I'm usually laying the groundwork for adventures that may never happen or might unfold sometime in the future. Meanwhile the heroes continue to make friends, and events in their own adventures that they want to follow up on - so there's never a shortage of something the players want to pursue.
(sadly I don't get to play often enough to use all of it - as I'm still heaving embroiled in two ongoing lengthy Pathfinder campaigns).