Events for Holdings

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
Post Reply
User avatar
zedturtle
Posts: 3289
Joined: Sat Mar 22, 2014 12:03 am

Re: Events for Holdings

Post by zedturtle » Sat May 31, 2014 2:30 am

Here is a link to the first three pages. It is a PDF but still just images of the pages. Tweaks and corrections all over, but somewhat major changes to the wording of how to determine the success of the Holding, please let me know if it is clearer/worse than before.

Also, now all successful Holdings get to roll on the good event table. A Gandalf on your success check means you get to pick an event. Several events have been tweaked because of this change (a couple of events remain as obvious no picks, that's okay with me as long as there are meaningful choices between the other events).

Bad events still only happen on a Sauron and will, of course, be randomly determined. That means I can be a bit mean on that table... ;)
Jacob Rodgers, occasional nitwit.

This space intentionally blank.

User avatar
Mim
Posts: 648
Joined: Thu May 09, 2013 4:44 pm

Re: Events for Holdings

Post by Mim » Sun Jun 01, 2014 7:27 pm

This looks great so far, well done!

User avatar
zedturtle
Posts: 3289
Joined: Sat Mar 22, 2014 12:03 am

Re: Events for Holdings

Post by zedturtle » Sun Jun 01, 2014 8:06 pm

Mim wrote:This looks great so far, well done!
Cool, thanks!

I'm working on an eight page version with art and examples; look for it to drop in a little while... I'm probably post the bad effects table whenever that gets sorted, just to see if anyone can catch any gotchas before the final version comes out.

I'm thinking about doing something similar for my magic virtues, any interest?
Jacob Rodgers, occasional nitwit.

This space intentionally blank.

User avatar
Rich H
Posts: 4157
Joined: Wed May 08, 2013 8:19 pm
Location: Sheffield, UK

Re: Events for Holdings

Post by Rich H » Sun Jun 01, 2014 9:48 pm

Looking good zed. I've certainly used a lot of your content to my rules and expanded a bit by adding 'Improvement Traits' to support players in developing their Holdings.
SELECTING HOLDING IMPROVEMENTS
The overall rating of a Holding is the sum total of all the improvements that have been made to the Holding. Every time that a Holding's rating is increased, the player may select from the list of Improvements below. These Improvements add flavour and distinction to a Holding but they act behave in a similar way as specialities and distinctive features for characters. A character who owns a holding may profit from having a matching Speciality; an innkeeper should learn Cooking, a Hunter Beast-Lore, and so on.

Loremasters and players alike should note that certain Improvements can only be developed in certain areas, mainly limited by geography - for example, iron can be mined in mountainous terrain but crops cannot be grown.

Maximum Number of Improvements
As each Improvement allows for the rating of the Holding to be increased, only up to six Improvements can be selected in total and therefore a Holding may only have up to a total of six Improvement Traits however such traits may be selected multiple time (as limited within their descriptions below). This allows, for example, for farms of varying sizes and rating to be developed by characters. In addition, some Holding Hazards and Events may affect Improvements and their associated traits directly and selected an Improvement more than once may be advantageous in such instances.

HOLDING IMPROVEMENT TRAITS
The following section lists the various Improvement Traits that may be selected by the player when a character improves the rating of their Holding. These traits describe the raw materials available to the holding, the trade or occupation of residents of the Holding, or the actual goods produced by the Holding in question.

Artisan
Artistic
Charcoal-making
Clothes-making
Farm (Crops)
Farm (Livestock)
Farmstead
Fish
Foraged Foods
Gardening
Hunting Lodge
Inn
Luxury Goods
Mathoms
Mill
Millstone
Mine (Gold and/or Silver)
Mine (Iron)
Pipeweed
Public House
Smithy
Trading House
Vintners
Woodcutting
... Just need to add descriptions to the above traits.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Beran
Posts: 1059
Joined: Wed May 08, 2013 5:03 pm

Re: Events for Holdings

Post by Beran » Sun Jun 01, 2014 10:04 pm

Like your improvement ideas Rich.

User avatar
Rich H
Posts: 4157
Joined: Wed May 08, 2013 8:19 pm
Location: Sheffield, UK

Re: Events for Holdings

Post by Rich H » Mon Jun 02, 2014 12:15 am

Beran wrote:Like your improvement ideas Rich.
Thanks. Just working through them now and I've combined a few of them and added some other from Pendragon's Book of the Manor.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

User avatar
zedturtle
Posts: 3289
Joined: Sat Mar 22, 2014 12:03 am

Re: Events for Holdings

Post by zedturtle » Mon Jun 02, 2014 12:23 am

Rich H wrote:
Beran wrote:Like your improvement ideas Rich.
Thanks. Just working through them now and I've combined a few of them and added some other from Pendragon's Book of the Manor.
Very nice. How do Holding Traits work, are they at all mechanically similar to character traits?

I'm not sure whether or not I will wrap this idea up into my version of the rules; it just seems to be too much bookkeeping. I know that there's a subset of players out there who will want that level of detail, and I think we (most of us, at least) agree that the current Holding rules are too vague. I think my rules will end up in somewhere between Rich's and Gareth's...
Jacob Rodgers, occasional nitwit.

This space intentionally blank.

User avatar
Rich H
Posts: 4157
Joined: Wed May 08, 2013 8:19 pm
Location: Sheffield, UK

Re: Events for Holdings

Post by Rich H » Mon Jun 02, 2014 12:36 am

They are like character Traits yes, it's up to the players to think of how to use them. Really though, they are just there to provide detail and support to the players as to what the Holding 'looks like'. I'm not a fan of the examples by rating of the Holding as it implies that a thriving farm, for example, can only be of rating 3. I much prefer to avoid examples by rating, thus allowing players to specify the Holding through the Improvements and associated traits that these give them. Carrying on the example, a player could focus solely on his Holding being a farm but at rating 5 could end up with traits of Mill, Livestock (Cows), Livestock (Sheep), and two selections of Farm. Immediately just from looking at the listed traits, the players and LM alike have a quick understanding of the primary elements of the Holding in question.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

User avatar
Rich H
Posts: 4157
Joined: Wed May 08, 2013 8:19 pm
Location: Sheffield, UK

Re: Events for Holdings

Post by Rich H » Mon Jun 02, 2014 12:44 am

... Improvements finished:
HOLDING IMPROVEMENT TRAITS
The following section lists the various Improvement Traits that may be selected by the player when a character improves the rating of their Holding. These traits describe the raw materials available to the holding, the trade or occupation of residents of the Holding, or the actual goods produced by the Holding in question.

Apiary
An apiary is a bee colony. Their presence will enhance all the crops, and provide honey to sell or make into mead, and wax for candles.

Artisans and Craftsmen
The Holding has improvements relating to artisans and/or craftsman; skilled manual workers who make items that may be functional or strictly decorative, including furniture, clothing, jewellery, household items and tools. Artisans practice a craft and may through experience and aptitude reach the expressive levels of an artist.

Artists and/or Performers
The Holdings is the home of artists. These individuals or groups may produce song, paintings, poems or other such expressive arts often travelling, both to neighbouring communities and further afield, in order to perform for others and to finance their endeavours.

Charcoal-making
Using nearby forests and woods, the Holding produces charcoal to use, and sell to other communities, as a source of fuel to warm hearth and fire smithies.

Coneygarth
This is a large artificial enclosure, surrounded by water (since rabbits do not like swimming), with prepared “pillow mounds” where rabbits and/or hares nest and reproduce.

Dovecote
This is a large “birdhouse” that attracts a hundred or more pigeons for protection and nesting. When it’s time for squab on the menu the cook goes out and opens up a little door in the back of the nest and grabs a few. This is an especially useful way to get fresh meat in the winter.

Farm and/or Farmstead
A farm is a collection of fields and buildings used to cultivate various crops and vegetables to feed the general population, animals, and also to trade for other goods. Ranging in size from a farmstead (a farm housing and sustaining an extended family) to the larger farms found within the Dalelands these of vital importance to the well-being of the cultures they support.

Fishing
The local area has a significant river or pond where fish can be caught, saving a portion of their catch for local consumption with any left over for trade to the surrounding communities.

Foraged Foods
For those with such knowledge and training the wild can provide an abundance of forage able foodstuffs such as nuts, fruits, fungi and herbs for both cooking and medicinal purposes. These foods are often consumed by those who forage them but can be exported to surrounding areas and further afield if they are dried or preserved.

Gardens and Allotments
Including the expertise to tend, gardens are an area of ground for growing flowers, bushes and trees simply for delight and pleasure, Allotments are small holdings for growing vegetables not usually mass consumed and herbs oft used for cooking.

Horse Herd
Located in large corrals, horses are bred and used for labour, travelling or war. Highly valued by commoner and lord alike they provide a valuable service and source of income to any Holdings that has them.

Hunting Lodge
A hunting lodge is a cabin in the woods or wilds that is suitable for a couple of nights stay. A resident caretaker keeps it repaired and tidy, and always has a small supply of food on hand in case his lord shows up unexpectedly.

Inn and/or Public House
Generating income from those travelling through the lands of the Holding, and therefore only available to those places on established routes, inns and public houses also provide the local community with news and information from the patrons that frequent them.

Kennel
Used for hunting, herding or as watch dogs, etc. This large kennel is a formal structure with many pens, runs, a dog master and includes training dogs, equipment like muzzles, collars and leashes, etc. The average kennel will have 25 or so dogs, plus specialised hunting breeds. The kennels of the Woodmen are impressive structures and house their Hounds; the greatest of all the hunting dogs of Wilderland.

Livestock
Livestock may comprise of cows or sheep. Such an improvement constitutes a large herd of a couple of hundred cows or several hundred sheep. Cows are raised to produce milk, cheese butter, meat and hides for leather. They are tended by cowherds, milked by dairymaids, and require a fairly large staff to exploit fully. Sheep are raised for food, wool and parchment. They are grazed on Wastelands, guarded by shepherds who also milk them, and shear them in the spring.

Logging
Wood and forest The wastes may be logged. It is an occasional activity. Harvested trees are sold in the and used for lumber, barrels, staves, weapons and ships. Reckless logging will permanently ruin this resource.

Mews
This is an elaborate collection of pens and cages, a variety of hawks and falcons, and workers to take care of them.

Mill and/or Millstones
A Holding needs only one mill, to which all the farmers in the surrounding area bring their grain to be ground into flour. A mill may be water-driven, wind-driven or ox-driven. In smaller, self-sustaining hamlets, each family may use their own millstone instead of a central mill.

Mine
Found within mountainous or hilly regions a mine usually provides iron, gold or silver through the veins that are discovered therein. Such valuable raw materials are sold on to smithies and artisans alike for various uses.

Orchards
An orchard is a large grove of fruit trees. These may be apple, pear, cherry, plum, chestnut, walnut, etc.

Pipeweed
Grown predominantly in the Shire, Pipeweed is a tobacco that is farmed and dried and used by hobbits and others to smoke within their pipes. The cultivation and exportation of this herb is a key industry in the Shire, especially in the south. Popular varieties of pipe-weed included Longbottom Leaf, Old Toby, and Southern Star.

Smithy
A specific type of craftsman. Smithies may range from the production of weapons and armour to the shoeing of horses and other beasts of burden.

Trading House
Merchants use trading houses as part of their business; the front is employed to receive other traders in order to negotiate and finalise deals and the rear is often a warehouse used for storing stock purchased and/or transported from further afield.

Vineyard and/or Vintners
A Vineyard is an expanse of land given over to growing grapes. Grapes are delicate fruits, hard to maintain. The grapes can be used in a Winery instead of as income. A winery makes wine out of grapes. The materials needed are specialised. Furthermore, a real expert is necessary for continued success. The Dorwinions are master Vintners and have yet to be surpassed by any other culture within Wilderland.
... In my opinion these provide much needed flavour and guidance for players when developing their Holdings. Hope they are of use to people.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Glorelendil
Posts: 5162
Joined: Mon Jan 13, 2014 5:20 pm

Re: Events for Holdings

Post by Glorelendil » Mon Jun 02, 2014 12:45 am

Nice list, Rich. I like the flavor it adds.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator

Post Reply

Who is online

Users browsing this forum: No registered users and 6 guests