Re: Need help understanding TOR
Posted: Sun Jan 26, 2014 8:20 pm
Reviving an old post. I think this technique is excellent. It reminds me of the "bonds" in Dungeon World.Chris Gardiner wrote:Glad to hear you didn't give up, Vaeldroth! The rules-muddling will go away fast, I think. TOR's rules are very consistent.I'd recommend two bits of the TOR Adventurer's Guide: the descriptions of the cultures on pages 12-14 and the descriptive text given for the Background each player chose.Vaeldroth wrote: Any suggestions for motivating PCs who haven't read the books, and maybe saw the movies awhile ago?
The culture descriptions outline the themes and struggles of each group, and the backgrounds always have little nuggets of story written into them that a player can build on. Those two things are probably enough for people to come up with some basic ideas you can hone in play.
As an extra step, I asked each player three questions tailored to the culture, background and calling they chose. For most characters I pulled an NPC from Tales of Wilderland or the Marsh Bell and asked the player what their relationship with them was. Here are the questions I asked:
For the Barding Scholar:For the Beorning Warden:
- You lived in Lake-Town 5 years ago when Smaug, the Chiefest and Greatest of Calamities, descended the mountain and burned the town to ash. What did the Dragon take from you that night?
- You have the Birthright virtue. The Bardings have rebuilt the city of Dale, but barely begun reclaiming the lands around that made up their lost kingdom. Tell us something about the lands that are rightfully yours.
- Your calling is Scholar. What's a secret or mystery you're desperate to uncover?
For the Dwarven Wanderer:
- Oderic is a young (19 years old) beorning warrior fostered to Helmgut in the village of Stoneyford. He's capable, prone to moods, and determined to make a name for himself. What's your relationship with him?
- Tell us about your parentage. In which I believe Beorn features prominently.
- Your calling is Warden. Recently, you encountered an orc-chief called Ghor. Ghor was no ordinary orc. Tall, strong, cunning, his helm bore a mark: a red eye. Ghor still lives. What did he leave you to remind you of him? And one gift deserves another: what did give him in return?
For the Woodman Treasure-Seeker:
- Oin and his brother Gloin were companions of Thorin Oakenshield on his quest to reclaim Erebor. How do you know them, and why do you consider yourself in their debt?
- What shameful, secret, or desperate deed have you used your Broken Spells for?
- Your calling is Wanderer. Which part of Wilderland have you been to that you hope never to go to again (pick somewhere from the map).
It's often easier for players to come up with answers to specific questions than to invent stuff from thin air, I think. And the answers they give will always surprise you!
- Magric the Trapper is tall, handsome, and well-spoken for one of the woodmen. It's said there's Elvish blood in his family. He lives alone, hunting and trapping in the vales of the Gladden River, coming to Mountain Hall once each month to trade. What's your relationship with him?
- The wizard Radagast taught you old forest-songs and the healing arts. What apparently innocent item did he entrust to your safekeeping before you left?
- Your calling is Treasure-Seeker. What was it that kindled the gold-hunger in you?