The One Ring Preview 4: What's in it?

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/
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Jon Hodgson
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The One Ring Preview 4: What's in it?

Post by Jon Hodgson » Mon May 26, 2014 2:36 pm

We’re gearing up for the release of a new edition of The One Ring Roleplaying Game, and until that day we’re publishing a series of articles that each take a look at a different aspect of the game. Today’s article is all about what’s inside the covers of the roleplaying game itself.

The One Ring Roleplaying Game is your gateway into the world of J.R.R. Tolkien, the means by which you and your friends can tell your own stories set in Middle-earth. For some, the thought of playing in such a rich and detailed setting as Middle-earth might seem off-putting, but The One Ring Roleplaying Game helps readers see this not as an obstacle but as an asset to the game, offering loads of advice on how best to evoke the feeling of The Hobbit and The Lord of the Rings on the tabletop.

The game’s designer, Francesco Nepitello, explains his thinking on starting a Middle-earth game: "Middle-earth is possibly the most detailed fantastic world ever invented. It is really hard for me to see this as a limitation! But if you happen to consider the adventures of Bilbo and Frodo as an obstacle to your imagination, or feel overwhelmed by the amount of 'Tolkien lore' available out there, you could just choose one very defined area away from the most famous places, and start with a 'small beginning' - a series of adventures of limited scope and ambition. This is what we tried to do with The One Ring, after all - just create a company that met for the first time in Lake-town, for example, a place well-known from The Hobbit, but ready to be filled with your own invented events and even historical details. No one is going to tell you that you're wrong if you create an adventure dealing with the lost testament of Girion, Lord of Dale, or the foiling of an Easterling plan to enter the Lonely Mountain and steal the Arkenstone..."
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The hardback volume contains all the rules, background and advice you need to play – just grab a set of dice and sit down with your friends to start having your own adventures. For players, it contains rules for making up your own heroes (as well as six ready-made characters if you just want to pick one of those and start right away), all the rules of play and rules for advancing your character as they gain experience.

For Loremasters (who are responsible for starting off the stories and running the game) it contains all manner of advice for running a game set in Middle-earth, including invaluable advice on how to handle the lore and canon of the setting. There’s also rules for the agents of the Shadow, including a bestiary of monsters. The setting of Wilderland is also detailed, as is a timeline of events up to the start of the campaign. There’s also a ready-made adventure, and an overview of the Darkening of Mirkwood campaign, so you can get started right away if you like.

Already Own The One Ring?
One of the biggest changes we’ve made to the new edition is its physical format – where once there was a slipcase containing two paperback guides, now there is a single, hardback volume. Not only is this format far more durable to wear and tear, but it’s allowed us to put all the various rules in one place.

We’ve taken the opportunity of a revised edition to thoroughly re-edit the text, incorporating our own feedback as well as the feedback from dozens of playtesters and countless gaming sessions over the past 3 years. Francesco Nepitello, the game’s designer, and Andrew Kenrick, Cubicle 7’s managing editor, pored over every line, clarifying and changing text where necessary, and reformatting it into a seamless whole.

The One Ring designer Francesco Nepitello, on what we changed and why: “When we started to work on the revision, we thought that the major change would involve the presentation. Two guides had to be merged into one, and the main criticism the game received since its publication concerned its usability as a rules manual. So, this responsibility fell squarely on the shoulders of Andrew Kenrick, who did a marvelous job of cutting, pasting and polishing.

Then, I was asked if I wanted to take this chance to fix anything, and I embarked on the task of bringing into focus the things that the fans already flagged as 'broken' or unwieldy in the past. As soon as I got back into the mood of considering the basic mechanics of the game, I could not help myself, and with the help of Andrew, Marco Maggi and Amado Angulo I tried to modify everything that we felt was perfectible always keeping in mind that we had a limited time and that this was not going to be a second edition. So, you might see it as a supplementary round of development of the basic mechanics, made after a good number of years of 'field testing'. “

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The One Ring Roleplaying Game now comprises nine parts, each logically arranged for ease of use in play. By far the biggest change in this regard is Part Four: The Adventuring Phase. This is where all the core mechanics to the game are found, as well as the various sub-sets of mechanics used in play: rules for combat, journeys and encounters.

As well as reformatting the text, countless tables and charts have been added into the game too, many of them taken from the Loremaster’s Screen. These allow readers to easily find information when they’re in a hurry, such as when a question crops up around the gaming table. By taking this information from the Loremaster’s Screen and putting it in the game itself, it allows every player to have the necessary rules within easy reach, not just the Loremaster.

Together with the index, which is more thorough and exhaustive than ever before, The One Ring Roleplaying Game is easy to navigate and simple to use at the gaming table.

We've noticed many of the same questions about this new edition cropping up time and time again, so we've put together this handy FAQ:

I already have The One Ring. Do I have to buy it again?

Not at all, although we’re confident that you’ll want to. We’ll make a free PDF available, which will list all of the changes, clarifications and errata.

What’s changed in the revised edition?

We’ve made lots of changes to the rules and layout, both big and small. Keep an eye on the website over the coming weeks and we’ll be discussing just some of the changes. We’ll be adding to this FAQ as we discuss the updates and features of the new edition.

Is it just the Adventurer’s Guide and Loremaster’s Guide bound together?

No, we’ve taken this opportunity to thoroughly edit the text, to reformat and recompile it into a single, coherent volume.

I’m new to The One Ring. Where should I start?

Check out the various posts on the C7 website where we discuss the various aspects of the game. Then, pick up the new edition of The One Ring Roleplaying Game when it’s released in a few short weeks. It’s the best place to get started, as it contains all the rules and background you need to play.

Do I need special dice to play?

Yes and no. The One Ring Roleplaying Game uses a set of special dice to play, which you can buy from all good games stores or direct from the Cubicle 7 webstore here. You can also use a d12 and a handful of d6s just as readily, however.

Are my supplements all still compatible?

There are a number of fantastic supplements available already for The One Ring and they’re still completely compatible with the new edition.
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What’s coming next?

We have loads more supplements planned for The One Ring, starting with Rivendell later in the summer. Check out this page to see our latest release schedule.
Jon Hodgson
Creative Director, Cubicle 7
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Rich H
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Re: The One Ring Preview 4: What's in it?

Post by Rich H » Mon May 26, 2014 2:41 pm

Really looking forward to this. Can hardly wait!
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

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Re: The One Ring Preview 4: What's in it?

Post by Southron » Mon May 26, 2014 7:59 pm

It looks like Frida has replaced Caranthir on the cover. Is the Lakemen culture now a part of the core cultures?

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Re: The One Ring Preview 4: What's in it?

Post by SaFe » Mon May 26, 2014 9:44 pm

No mentions of a much needed updated map?

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Re: The One Ring Preview 4: What's in it?

Post by Falenthal » Mon May 26, 2014 10:06 pm

Not a critic, but an observation that came to my mind: when I saw the release schedule for this year, I thought that the Revised Core Rulebook would only include the rules necessary to run the game.
As for the cultures and the Rhovanion background, I thought it would be moved to the Adventurer's Guide (or some name like that), so that it wouldn't take space (or add up) to the rules.
This way, when a player would like to creat a PC, he could grab the Adventurer's Guide and find all cultures there (it was said that it would include rohirrim and gondorians, IIRC).
And when a LM has to run a game, he would just take his Revised Core, which would include the rules he needs and exclude the setting specific info which would be included in other books.

The way it is now, when we have to run a game set in Rohan in the future, we'll have to carry with us 2 or 3 books again: the Core for the rules -which will include the unneeded Rhovanion cultures and setting info-, the Adventurer's Guide for the rohirrim culture and whatever Rohan Atlas comes out.

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Rich H
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Re: The One Ring Preview 4: What's in it?

Post by Rich H » Mon May 26, 2014 10:22 pm

Falenthal wrote:The way it is now, when we have to run a game set in Rohan in the future, we'll have to carry with us 2 or 3 books again: the Core for the rules -which will include the unneeded Rhovanion cultures and setting info-, the Adventurer's Guide for the rohirrim culture and whatever Rohan Atlas comes out.
As opposed to what you're suggesting, if I'm understanding correctly, which would mean that a person wanting to get into the game would need more than the revised rulebook? ... That would be an awful idea.
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

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Re: The One Ring Preview 4: What's in it?

Post by doctheweasel » Tue May 27, 2014 3:45 am

Falenthal wrote:Not a critic, but an observation that came to my mind: when I saw the release schedule for this year, I thought that the Revised Core Rulebook would only include the rules necessary to run the game.
As for the cultures and the Rhovanion background, I thought it would be moved to the Adventurer's Guide (or some name like that), so that it wouldn't take space (or add up) to the rules.
This way, when a player would like to creat a PC, he could grab the Adventurer's Guide and find all cultures there (it was said that it would include rohirrim and gondorians, IIRC).
And when a LM has to run a game, he would just take his Revised Core, which would include the rules he needs and exclude the setting specific info which would be included in other books.

The way it is now, when we have to run a game set in Rohan in the future, we'll have to carry with us 2 or 3 books again: the Core for the rules -which will include the unneeded Rhovanion cultures and setting info-, the Adventurer's Guide for the rohirrim culture and whatever Rohan Atlas comes out.
So instead of the Rohan wanting GM needing 2-3 books, everyone would need 2-3 books?

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Re: The One Ring Preview 4: What's in it?

Post by Falenthal » Tue May 27, 2014 5:15 am

Yeah, I didn't explain my idea really well. In fact, it was awful :D

Trying to get to the point, what I meant is that I thought the setting would be let aside -to me "the setting" means the cultures, the description of places only from Rhovanion, the ideas for the Mirkwood Campaign, etc.-.

The reason behind this thought is that I would have liked a book with all rules, but as lightweighted as possible.
It would be a kind of "generic system" to play anywhere in Middle-Earth.

Afterwards, and with the other releases, we would have the settings fully depicted, and 1 book (Adventurer's guide) with all cultures, callings, rewards, virtues,... playable in Middle-Earth. So, if a group wants to play with a rohirrim, a dunedain ranger and a beorning, then you wouldn't need 3 different books to make the characters.

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Re: The One Ring Preview 4: What's in it?

Post by Jakob » Tue May 27, 2014 7:42 am

The way I understand it, the thinking behind the publishing schedule and how stuff is distributed between the books is probably like this:

Revised Rules - Here you find everything you need to play in the "starting region"; that seems very sensible to me, expecially with regards to rpg newbies. You can't expect people to buy two expensive books before they can even get started.

Adventurer's Guide - Features all the cultures that player's might be interested in besides the ones already featured in the core book. Basically, the Adventurer's Guide seems to be the tool to open up the game geographically and thematically.

Setting Sourcebooks - Details about certain regions, few (if any) new rules.

However, what seems a little strange is the decision to includes Elves of Rivendell and Rangers in the Rivendell sourcebook, and not in the Adventurer's Guide ... especially sinde the Rohirrim will be featured in the Adventurer's guide, while Horse-Lords of Rohan is coming out as well. So it seems that the heroic cultures might end up a little scattered over many books.

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Re: The One Ring Preview 4: What's in it?

Post by Stormcrow » Tue May 27, 2014 3:07 pm

I don't think your idea would work, Falenthal, for the simple reason that such a division of books would not appeal to the Middle-earth lover who has never played a role-playing game before. What you describe works well as reference for those already experienced with the game, but a casual buyer wouldn't want to buy at least two books to play a game.

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