Hey E. (AKA Ferretz),Ferretz wrote: I'm not sure how The One Ring handles when played that way, but we're going to try it out. It requires a great deal of knowledge about the setting on the part of the Loremaster, but I think I can manage that.
Have anyone tried playingt TOR as a "sandbox" game? Any thoughts?
E.
{The following is a lengthy post}
I have posted regarding this subject on the old board a couple of times, and spoke at length about it. In a nutshell: TOR is surprisingly simple as a "Sandbox" game. I initially thought that it would not be since I was not a scholar on Middle-earth. This forum, and websites like Tolkien Gateway and various wikis are a tremendous help.
I run mine via a sandbox style, and it's so much more simpler a system to do that with than say D&D because there's a lot less mechanics to worry about - less prep time is needed, etc.
Here is how I have done it with a great deal of success:
1) I created an important plot hook to each character upon their presentation to the game - at the start of the campaign I had 2 hobbits, a Beorning, a Dwarf, a Woodsman.
FOR EXAMPLE: To the two hobbits, I attested that Bilbo asked one of them to visit the burial monument in Erebor dedicated to his old friend Thorin and pay his respects. To the other, I charged her as a person to someday visit Carrock and find a valuable family heirloom of his that must have been dropped when he landed there with the eagles. To the Dwarf, I told him how he wanted more than anything to peer into the Mirromere at Dimrill Dale one day as Durin Once did. To the Woodsman, I charged him with learning more about the Light of Balthi that is failing. To the Beorning I indicated that one of his clansman was rendered mute and catatonic locked inside his own mind after the slaughter of his sheep flock was seen. Only feathers of a giant eagle were present on the ground; this is suggest the eagles were preying on the sheep. This is a matter of debate. He is charged with finding out more info to save his friend and perhaps mend relationships with the eagles that hunt on the grounds the Beornings now dwell (and did not dwell a few years ago).
These create a number of interesting choices and stories that the players decide among themselves where to go and what leads to follow up on.
2) the first adventure I sent them on was the Marsh Bell - mostly just to get our feet wet with the setting and game system and to get things moving - so yes that was fairly railroaded with an NPC needing help (Gloin). From there, i enticed them with other small tidbits and hooks that can interest them in later journeys. I now make it a point that every journey/adventure/quest that the PCs take on, I always drop 2 or more NEW tidbits and plot hooks that can be followed up on - sometimes several.
FOR EXAMPLE: While in the Marsh Bell area, I placed a Black in the basement region where the marsh dwellers and gold was. This door was etched in an unfamiliar language and could not be opened. They party was vastly outnumbered by marsh dwellers and so they left before they could do more than make a rubbing of it (which they later passed on to Gloin, which the PCs later learned was passed on to the Grey Pilgrim during the Anniversary celebration for deciphering.) Later this will carry more weight if/when I decide it needs to be readmitted to the game - meaning "it has been deciphered). At the time, I had no idea what it said, or what was the significance of the door. Someday it may been necessary for me to develop that story. Furthermore, while traipsing through the marsh, they stumbled upon hearing a critter in the night fishing and singing to himself (gollum). The players knew who it was, but the PCs didn't. They reported this to Gloin. It may be something they want to follow up on someday.
The heroes due to their character-assigned plot hooks some of them needed to cross Mirkwood to be able to pursue them. Doing so would require the use of the Elf-path. The heroes took it upon themselves to decide that was what they wanted to do next. After a visit to Thranduil, they were employed to do a massive favor which would earn them his trust and thanks (and use of the Elf-Path). Also, since I knew it was imminent that they would use the Elf-Path I knew I had an adventure lined up to accommodate that journey (Don't Stray from the Path).
3) Foreshadowing! If I know I am going to use something later - I try to introduce it earlier in a casual way - so that when it becomes important it is more natural of an encounter.
FOR EXAMPLE: I elected to introduce the trader and his son (from Don't Stray adventure), during their Fellowship Phase after they first visit the winery (before heading out to Dawnshade ruins). Essentially I ran the encounter of the PCs having to save the man and his boy from the ruffians long before I ever used that actual adventure
Wanting to cross the Elf-Path for their own pursuits, became the intro of my oft-spoken of adventure I designed in which the PCs traveled towards to Dorwinion to find the missing wine-steward (cousin of Galion), and the missing wine shipment that was meant as the elves contribution to the upcoming Anniversary celebration of the Battle of Five Armies in 2946. Along the journey, they learned of a number of tidbits that provoke future plot hooks. They learned of a warlord who claims as himself as the "Last Balchoth" with bandits, and ruffians flocking to him. (I portray them as sort of the Hyborians in Conan's world). They captured him, turned him in to authorities, claimed his foul spear "Beard-cutter" as it was known to slay many dwarves, and turned it over to Gloin. They later learned that the Balchoth escaped. Someday the spear will turn up missing, and become another plot-hook. While on that journey, they encountered a warg that spoke of having "a master that has tasted the flesh of the Dunedain". Finally the goblins that sacked the winery were making their home in an abandoned elven ruins from a previous age called; ruins of elven settlement called "Dawnshade" which is now haunted (it was a Tainted Area).They met a Rider of Rhovanion who knew of this haunted place - he too was on a quest to learn of the Dunedain. The rider died while helping the PCs rescue the captives. His horse did survive though and it returned to the PCs days later. They were assisted by three dwarves - two were killed by the Balchoth when he escaped. The dwarves were from the Iron Hills. They spoke of a great orc/goblin in that region which has been killing their kin there that they dubbed "The Hobgoblin" (this idea taken from another poster on the old forum).
Thus when the PCs returned after rescuing the wine-steward and freeing the few survivors of the winery, they had a number of hooks present to them to follow.
Who is this "master"?
Who was this Dunedain?
What is Dawnshad and why is it haunted? - is the haunting tied to the Dunedain?
What about this now escaped Balchoth claiming vengeance
What about this Hobgoblin in the Iron Hills.
What was the relevance of this Rider and his quest? His horse HAD to have survived for a reason.....
After completing it, they had many things they could have pursued and since Thranduil was pleased with what they accomplished, they elected to use the Elf-Path to get to the western side of the woods. Enter the Tales of the Wild adventure. Since the PCs were already "heroes" to the man and his son, they sought out the PCs and asked them to escort them. Their fates crossed once again - but this time it didn't "feel" like a forced encounter as part of the railroaded story but instead, inexorably tied a previous important encounter to something they were wanting to do.
That adventure yielded a couple more hooks tied into it: the stream of forgotten memories, the importance of the talisman the boy wore, and the axe Wolfbiter and it's mysterious previous owner the hermit. (Now the PCs have a reason to the visit the Woodmen - and when they do so I'll introduce the Words of the Wise tale). The boy died at the well, and thus his father kept the talisman and left the group in misery. Will he turn up again?
Along the path, I had them encounter a small scouting party who reports to Legolas. (this foreshadows their meeting once again in Those Who Tarry).
4) I incorporated the idea that someone posted a month or so ago about "asking pointed questions" of the players to draw them into the story. I asked each of them two questions that foreshadowed future events.
The hobbit was asked about his relationship with Dody. (unfortunately his answers probably won't lead to anything resulting in an adventure).
The Dwarf was asked about his relationship with the dwarf handyman at the Easterly Inn. (His answers were pretty ripe with possibilities on how to build a plot hook from them).
To the Woodman in the group I asked him about the elven scouting party they met on the Elf-Path. I mentioned that one of the elves in particular drew his attention and captivated it. You can't explain it - but for some reason you can't stop thinking about that elf. Maybe something nostalgic and vaguely familiar about the elf, or something unsettling, or something compelling. (His answers were to describe a gorgeous elf-lady that has captured his heart and he can do nothing but daydream of her since - there was something powerful about him that drew her to him that he cannot explain but he will never be the same).
BOOM! Enter Irime! I didn't know what his answers were going to be. But once I did I knew how to tie in the NPC to the story. When they meet again in "Those who Tarry", it will be as if the player had a role in progressing the story.
The Heroes stayed at the Easterly Inn as they begin to plot out their next journey. They want to visit the Carrock due to the Hobbits promise to Bilbo. They want to meet the Beornings to investigate the sheep thing. They want to visit the Woodmen due to the Axe, and hermit......
While there, the dwarf handyman mentions that he no longer can travel (wounds suffered in Battle of Five Armies). He would love to get a message back to Iron Hills though. If and when the heroes head back that way, he will craft them something wonderful. They now have a reason to do so. The info they need to take back isn't that important right now - I'm not sure what it will be, but it probably will tie in the LOTRO based short bearded dwarves The Dourhands, and some word of the Blue Mountains and Thorin's Hall (Which Dwalin will eventually go to rule over).
Also while there, they speak to the three beornings in the inn, and learn that Beorn and the Eagles are not in a good relationship as of now. And of orcs coming out of the mountains. It is presumed that any attempt to go to the Eagles or Carrock will be frowned upon by Beorn by those he does not know or trust - since he is warden of that valley and that is "his rock". They now discuss how they will appease Beorn to earn his trust, perhaps speak to the Eagles on his behalf, and have permission to climb Carrock.
BOOM! Dody overhears all of this. His brother is missing. He has a letter from Bilbo addressed to Beorn to give the bearer of the letter great introduction and prestige to Beorn that he offers to the PCs if they first help find his brother
Enter the Stewed Hobbits adventure - which we will start next game.
In the end, the trick I have found to the Sandbox style of this game is to provide a myriad of options to the players, allow them to choose a course, and then trickle and introduce planned adventures around those. That way they are driving the story, you're just filling in the gaps with fun stuff for them to do while they chase their goals. You can move many published adventures to another location if/when you need filler for something.
5) The ultimate E-Ticket here!
I have made it a point to do all Fellowship Phases at the end of a game-day (not the beginning); essentially during this phase, the players decide on their next course of action, and it give me a few weeks to plan the next adventure that ties into where they're going - using the websites to gain Middle-earth knowledge of what to do there, and what new plot hooks I can present. This is the most important part - you need to be able to have time to plan an adventure. Allow the players the freedom to plan their next journey to where or why.....but be sure they do so at a time that gives you ample prep time. Not on the fly.
1) New PC plot hooks (big picture goals)
2) Plot hook and other interesting nuggets dropped - and re-used.
3) Forshadow places, events, and especially NPCs when you know you're going to use them as a plot-device later
4) Provoke thought by your players by asking questions that tie them into a new region or adventure ideas that you are going to use later. If you ask more direct questions you can get open-ended responses that provide a plethora of possibilities. And it's more likely to useable if you direct his open-ended questions to be specifically about one thing or another.
5) Allow the players the freedom to choose their own adventure - impress upon them to discuss it among themselves, and let you know before the next game. Maybe even email between games.
Hope this helps
Robert