Darkening of Mirkwood - The Folk-Moot

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
beckett
Posts: 423
Joined: Thu May 09, 2013 12:23 pm
Location: NYC

Darkening of Mirkwood - The Folk-Moot

Post by beckett » Thu May 29, 2014 4:37 pm

I'm wondering if anyone has created a mechanism for handling the vote at the Folk-Moot? In thinking of either having the Folk-Moot at the end of an adventure or as part of a Fellowship Phase but I'm not sure how I should run this to determine how the Woodmen respond to the three proposals. I know that player-heroes can speak in support or against any of the proposals to rally opinion but how should I adjudicate the actual vote?

Any ideas? Thanks in advance for your thoughts! :?
Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better.


I'm one of the Look-outs in the Fellowship of the Spam Cops.
Twitter: @marcorafala

Dreyton
Posts: 9
Joined: Fri Feb 21, 2014 2:10 pm

Re: Darkening of Mirkwood - The Folk-Moot

Post by Dreyton » Thu May 29, 2014 7:24 pm

You could do something to simulate the randomness of the council's decision. A roll of the feat die determines the result, something like: Black Tarn's request only fails on a Sauron roll, Mogdred only succeeds on a 9+, and Ceawin succeeds on a 5+. If the party argues for/against a particular party, modify by +2 (or +highest relavent standing, whichever you see fit). I wish I would have done something like this when I ran this part, could have added a different moment to the result. Seems to make enough sense to me, though.

User avatar
beckett
Posts: 423
Joined: Thu May 09, 2013 12:23 pm
Location: NYC

Re: Darkening of Mirkwood - The Folk-Moot

Post by beckett » Thu May 29, 2014 7:54 pm

Dreyton wrote:You could do something to simulate the randomness of the council's decision. A roll of the feat die determines the result, something like: Black Tarn's request only fails on a Sauron roll, Mogdred only succeeds on a 9+, and Ceawin succeeds on a 5+. If the party argues for/against a particular party, modify by +2 (or +highest relavent standing, whichever you see fit). I wish I would have done something like this when I ran this part, could have added a different moment to the result. Seems to make enough sense to me, though.
How did you run it?
Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better.


I'm one of the Look-outs in the Fellowship of the Spam Cops.
Twitter: @marcorafala

User avatar
doctheweasel
Posts: 257
Joined: Thu May 09, 2013 10:14 pm
Location: Sacramento, CA
Contact:

Re: Darkening of Mirkwood - The Folk-Moot

Post by doctheweasel » Thu May 29, 2014 9:20 pm

They already state the dispositions towards each proposal under "The Debate." I would say that if the PCs don't get involved then that is how the votes go down.

Dreyton
Posts: 9
Joined: Fri Feb 21, 2014 2:10 pm

Re: Darkening of Mirkwood - The Folk-Moot

Post by Dreyton » Fri May 30, 2014 8:12 pm

beckett wrote:
Dreyton wrote:You could do something to simulate the randomness of the council's decision. A roll of the feat die determines the result, something like: Black Tarn's request only fails on a Sauron roll, Mogdred only succeeds on a 9+, and Ceawin succeeds on a 5+. If the party argues for/against a particular party, modify by +2 (or +highest relavent standing, whichever you see fit). I wish I would have done something like this when I ran this part, could have added a different moment to the result. Seems to make enough sense to me, though.
How did you run it?
The PCs took a stance on each topic, all were for, then rolled to try to plead their case. All rolls were successful so the moot accepted all three offers. Played at the same either way for the PCs probably, but i would have liked to have done it differently.

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

Re: Darkening of Mirkwood - The Folk-Moot

Post by Beran » Fri May 30, 2014 9:17 pm

I'm thinking about skipping the whole thing and using it as background in my PbP game. I have two new Woodmen players, and as such they are low standing individuals. So, I don't really see them being given to much lee way in things to say. The other players are complete outsiders. I'm thinking about doing something else entirely.

User avatar
Mytholder
Posts: 188
Joined: Thu Apr 25, 2013 11:05 am
Location: Cork, Ireland
Contact:

Re: Darkening of Mirkwood - The Folk-Moot

Post by Mytholder » Sat May 31, 2014 7:47 am

The fact they're low standing individuals shouldn't necessarily matter - they can still sway things by persuading their neighbours and friends, lobbying with higher-standing figures and so on. Giving the players influence over the outcome of the moot pays off in the long run, as they'll be more invested in what happens later.
Gareth Hanrahan
Line Developer - Laundry Files

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

Re: Darkening of Mirkwood - The Folk-Moot

Post by Beran » Sat May 31, 2014 12:45 pm

For those who have run The Folk-Moot ftf, I'm curious. How long did it take you to get through the scenario? It seems to me that if your group is very immersive you could have long in character dicussions and debates about the merits and flaws of each choice. However, if your group isn't quite so immersive then you could end up having to gloss over the whole situation pretty quickly and have to move on to other things.

Corvo
Posts: 849
Joined: Fri May 10, 2013 12:02 pm

Re: Darkening of Mirkwood - The Folk-Moot

Post by Corvo » Sat May 31, 2014 1:17 pm

Beran wrote:For those who have run The Folk-Moot ftf, I'm curious. How long did it take you to get through the scenario? It seems to me that if your group is very immersive you could have long in character dicussions and debates about the merits and flaws of each choice. However, if your group isn't quite so immersive then you could end up having to gloss over the whole situation pretty quickly and have to move on to other things.
My group took half session.
We play pretty immersively, but the PCs aren't Woodmen, "just" renowned heroes and friends of the Woodmen.
So my players felt they ought to express their opinions, but they didn't try to persuade the woodmen leaders: in other words they offered their insights, but refrained from contradicting/discussing the elders out of respect.

User avatar
beckett
Posts: 423
Joined: Thu May 09, 2013 12:23 pm
Location: NYC

Re: Darkening of Mirkwood - The Folk-Moot

Post by beckett » Sat May 31, 2014 1:58 pm

I agree with Gareth on this which is why I asked for opinions on how to adjudicate the actual vote at the Folk-Moot.
Giving the players influence over the outcome of the moot pays off in the long run, as they'll be more invested in what happens later.
Reading through the book again, I think I will use something similar to the mechanic found for the Election of the War-Leader. That seems to make the most sense to me. I'll report back to this thread regarding how that went for my group if anyone is interested.

We took a short break and return to the campaign in a few weeks... I'm hoping the hardcopy shows up in time. 8-)
Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better.


I'm one of the Look-outs in the Fellowship of the Spam Cops.
Twitter: @marcorafala

Post Reply

Who is online

Users browsing this forum: Dunkelbrink and 6 guests