Railroading in Tales (and how will Darkening be?)
Railroading in Tales (and how will Darkening be?)
So, we just finished Those Who Tarry No Longer from Tales from Wildeland. The players did OK, and succeeded in the quest. But up until now, the players have been feeling more and more that the adventures in Tales from Wilderland have been very "railroady". I agree to this, but I think this also comes from the stories in the source material, which are, in most cases, the journey between point A and B, and what happens along the way.
But how about Darkening of Mirkwood. Spanning over a 30 year time, it can't be as detailed as Tales from Wilderland, and I guess that the players will have more room to take the initiative and go on their own adventures.
Any thoughts? Anyone else having trouble with the railroading?
-E.
But how about Darkening of Mirkwood. Spanning over a 30 year time, it can't be as detailed as Tales from Wilderland, and I guess that the players will have more room to take the initiative and go on their own adventures.
Any thoughts? Anyone else having trouble with the railroading?
-E.
Re: Railroading in Tales (and how will Darkening be?)
The way I see it, the adventures in Tales and those in the The Darkening represent two extremes in storytelling. The adventures in Tales are more rigid, to stand as examples of 'typical' adventures in TOR; those in The Darkening are more modular, and are meant to be adapted, customised, and moved around in the chronology. To achieve that end, they are obviously more open than those in Tales from Wilderland.Ferretz wrote: But how about Darkening of Mirkwood. Spanning over a 30 year time, it can't be as detailed as Tales from Wilderland, and I guess that the players will have more room to take the initiative and go on their own adventures.
Any thoughts? Anyone else having trouble with the railroading?
-E.
Francesco
Re: Railroading in Tales (and how will Darkening be?)
Nice! I really enjoy Tales from Wilderland, even in it's rigid form.
While Middle Earth is about the "adventure", it would also be nice, at some point, to see some additional information about how to do other stuff. Maybe establish a stronghold and even dabble in local "politics" and intrigue?
Looking forward to Darkening of Mirkwood (and of course Heart of the Wild). In the meantime, I'm just going to work on my "Crafting Projects" and "Horses & Ponies" rules.
-E.
While Middle Earth is about the "adventure", it would also be nice, at some point, to see some additional information about how to do other stuff. Maybe establish a stronghold and even dabble in local "politics" and intrigue?
Looking forward to Darkening of Mirkwood (and of course Heart of the Wild). In the meantime, I'm just going to work on my "Crafting Projects" and "Horses & Ponies" rules.
-E.
Re: Railroading in Tales (and how will Darkening be?)
I've not run the Tales from the Wilderland as a contiguous campaign, but I've used most of the scenes and ideas in a campaign that has stretched over a year. The battle at the Crossings, for instance, had the first character death (though they've got close before) and the characters are still remembering their fallen colleague. The adventures don't need to be run as a "railroad", but are structure for less experienced GMs to run as set adventures. Once they've got the hang of this, the Darkening book should give them plenty of ideas and hooks for taking things further (hopefully).
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Re: Railroading in Tales (and how will Darkening be?)
Would you say it's similar to The Great Pendragon Campaign in structure (if you've read it)? That book was so modular and open ended, that many groups only play it when they play Pendragon, and have a radically different experience every time.Francesco wrote:The way I see it, the adventures in Tales and those in the The Darkening represent two extremes in storytelling. The adventures in Tales are more rigid, to stand as examples of 'typical' adventures in TOR; those in The Darkening are more modular, and are meant to be adapted, customised, and moved around in the chronology. To achieve that end, they are obviously more open than those in Tales from Wilderland.Ferretz wrote: But how about Darkening of Mirkwood. Spanning over a 30 year time, it can't be as detailed as Tales from Wilderland, and I guess that the players will have more room to take the initiative and go on their own adventures.
Any thoughts? Anyone else having trouble with the railroading?
-E.
Francesco
... and that is a good thing.
Check out our One Ring live play session podcasts at BeggingForXP.com.
Re: Railroading in Tales (and how will Darkening be?)
Oh man, this just fires my imagination - I can't wait to read thisFrancesco wrote:The way I see it, the adventures in Tales and those in the The Darkening represent two extremes in storytelling. The adventures in Tales are more rigid, to stand as examples of 'typical' adventures in TOR; those in The Darkening are more modular, and are meant to be adapted, customised, and moved around in the chronology. To achieve that end, they are obviously more open than those in Tales from Wilderland.
Francesco
Re: Railroading in Tales (and how will Darkening be?)
The Great Pendragon Campaign (and its predecessor The Boy King) were indeed an inspiration for The Darkening of Mirkwood concept.doctheweasel wrote: Would you say it's similar to The Great Pendragon Campaign in structure (if you've read it)? That book was so modular and open ended, that many groups only play it when they play Pendragon, and have a radically different experience every time.
Francesco
- doctheweasel
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Re: Railroading in Tales (and how will Darkening be?)
There is no emoticon large enough for my smile.Francesco wrote:The Great Pendragon Campaign (and its predecessor The Boy King) were indeed an inspiration for The Darkening of Mirkwood concept.doctheweasel wrote: Would you say it's similar to The Great Pendragon Campaign in structure (if you've read it)? That book was so modular and open ended, that many groups only play it when they play Pendragon, and have a radically different experience every time.
Francesco
Check out our One Ring live play session podcasts at BeggingForXP.com.
Re: Railroading in Tales (and how will Darkening be?)
Although I love The Great Pendragon Campaign (GPC) and to be getting something like that, or at least inspired by it, for TOR is music to the ears I do think it has faults. People have mentioned railroading in this thread as an issue for them sometimes - well, there are many elements within the GPC that are nothing other than railroading of the worst kind: PC knights, beyond their involvement in combat/battles, are railroaded through many events with no power to change or influence them. It has some wonderful elements within it but also has some really poor ones too and needs a lot of work by GMs to run.Francesco wrote:The Great Pendragon Campaign (and its predecessor The Boy King) were indeed an inspiration for The Darkening of Mirkwood concept.
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
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: Railroading in Tales (and how will Darkening be?)
I've talked to my group about the rigid nature of Tales from Wilderland (I really love those stories, don't misunderstand me!) and I suggested trying something different when we've done with the last of them. My suggestion is to try The One Ring as a "sandbox" rpg, until Darkening of Mirkwood comes out.
In this sandbox game, the character are free do go where they want, and find their own adventures, so to speak. The characters' motivations are the driving force.
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?
I'm going to supplement the sandbox game with more Fellowship Undertakings, however. The players have been asking for stuff to do that's not directly tied to adventures. So, after finishing the "crafting rules" I'm working on, I'm thinking about adding rules for building and keeping "strongholds". These are built in years instead of Fellowship Phases, but it's a goal the Fellowship can work on that's not an adventure against the Shadow.
E.
In this sandbox game, the character are free do go where they want, and find their own adventures, so to speak. The characters' motivations are the driving force.
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?
I'm going to supplement the sandbox game with more Fellowship Undertakings, however. The players have been asking for stuff to do that's not directly tied to adventures. So, after finishing the "crafting rules" I'm working on, I'm thinking about adding rules for building and keeping "strongholds". These are built in years instead of Fellowship Phases, but it's a goal the Fellowship can work on that's not an adventure against the Shadow.
E.
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