Adventurer's Companion - Speculation

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Falenthal
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Re: Adventurer's Companion - Speculation

Post by Falenthal » Tue Sep 16, 2014 2:31 pm

Otaku-sempai wrote:
Stormcrow wrote:The dwarves of the Blue Mountains in the Third Age are of Durin's folk. No dwarves remained in the Blue Mountains when Belegost and Nogrod were destroyed.
After the destruction of Belegost, at least some of the survivors relocated to Moria. Their descendants could have moved back to the Erid Luin when Khazad-dum was abandoned. There is no indication that all of the Blue Mountain Dwarves had to have been of Durin's Folk--unless you want to contend that the Longbeards founded the First Age Dwarf-cities of Belgost and Nogrod, which seems unlikely.
And I would add that, due to the fact that the Longbeards remain a differentiate group among the dwarves, it's plausible to accept that the other houses remain also differentiate: Broadbeams and Firebeards, IIRC.

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Re: Adventurer's Companion - Speculation

Post by Blubbo Baggins » Tue Sep 16, 2014 2:56 pm

Falenthal wrote:Dwarves of the Blue Mountains: I see them as not so Rich as the ones from Erebor. Also (or maybe because of that), they should be better traders and travellers. Better also at social skills, although not too much. I also think they shouldn't have mattocks as weapon. Crossbows and throwing axes? :lol: Maybe a new weapon, the warhammer, is added to the armory. All in all, I see them as a variant of the Dwarves of the Lonely Mountain, but not too different.

Yes, I'd almost say the Dwarves of the Blue Mountains would be Frugal. Dwarves pretty much scraped by in between founding rich settlements. However, since I get the impression that that region of Middle Earth is less wild (I don't hear much about any orcs in the Blue Mountains) and since these Dwarves probably did get better along with the Elves in the region and engaged in trade, perhaps they are better off.

Why shouldn't they have mattocks? I don't disagree, I just wonder why not. Mattocks are just mining picks, and I assume those Dwarves do that as well.

Well C7 anytime you want to publish a blog update to give us some hints!.... ;)

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Re: Adventurer's Companion - Speculation

Post by Andrew » Tue Sep 16, 2014 4:29 pm

It's much more fun to keep you all guessing!

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Re: Adventurer's Companion - Speculation

Post by Falenthal » Tue Sep 16, 2014 5:43 pm

Andrew wrote:It's much more fun to keep you all guessing!
In fact, I'm sure Francesco is subscribed to this thread and is getting his ideas from us! :mrgreen:

The OP is Francesco's alias in the forums. Mark my words...

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Re: Adventurer's Companion - Speculation

Post by Falenthal » Tue Sep 16, 2014 5:47 pm

Blubbo Baggins wrote: Why shouldn't they have mattocks? I don't disagree, I just wonder why not. Mattocks are just mining picks, and I assume those Dwarves do that as well.
Just for diversity.
You're fully right that mattocks are also appropiate for Blue Mountain Dwarves, but I only suggested a different combination of weapons for diversity. In fact, warhammers could have the same stats as a mattock. I would LM it so if any player asked for this weapon.

And we could also discuss Lindon elves. How would any blessing related to the sea and boats be introduced in the game so that it is appealing to players?

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Re: Adventurer's Companion - Speculation

Post by Glorelendil » Tue Sep 16, 2014 5:54 pm

I'd love to see a new Dwarf culture, but I personally have trouble imagining how they would be "interestingly different" from Erebor Dwarves. Maybe my Tolkien lore is deficient, but I just don't see as strong a distinction as between, say, Mirkwood Elves and Noldor from Rivendell. They are good at digging and crafting? Check. They hate orcs? Check. They're good at carrying heavy loads for a long time? Check.

Then again, if we were having this discussion about Wilderland before TOR launched I wouldn't have thought of the Woodmen and the Beornings being as distinct and colorful as they are. So I'm sure Francesco & Co. will come up with something good (if Dwarves of Ered Luin is on their agenda.)

One thing I'm looking forward to, but I suspect will be in the Rohan supplement, is more detail about riding and mounted combat.
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Blubbo Baggins
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Re: Adventurer's Companion - Speculation

Post by Blubbo Baggins » Tue Sep 16, 2014 6:15 pm

Falenthal wrote:
Blubbo Baggins wrote: Why shouldn't they have mattocks? I don't disagree, I just wonder why not. Mattocks are just mining picks, and I assume those Dwarves do that as well.
Just for diversity.
You're fully right that mattocks are also appropiate for Blue Mountain Dwarves, but I only suggested a different combination of weapons for diversity. In fact, warhammers could have the same stats as a mattock. I would LM it so if any player asked for this weapon.

And we could also discuss Lindon elves. How would any blessing related to the sea and boats be introduced in the game so that it is appealing to players?
That's what I thought you meant, why not have something different, for diversity's sake?

Regarding Lindon Elves: what about a blessing that gives them more Hope? or helps them better deal with the Shadow? They are constantly reminded of the West and perhaps that would help them shake off effects of the Shdadow. I would imagine Lindon Elves are like Elves of Mirkwood, with abilities in Song or some similarities to High Elves (but being less powerful / less risky due to the Eye).
Elfcrusher wrote:I'd love to see a new Dwarf culture, but I personally have trouble imagining how they would be "interestingly different" from Erebor Dwarves. Maybe my Tolkien lore is deficient, but I just don't see as strong a distinction as between, say, Mirkwood Elves and Noldor from Rivendell. They are good at digging and crafting? Check. They hate orcs? Check. They're good at carrying heavy loads for a long time? Check.
Regarding Dwarves - perhaps there are some Dwarven characteristics that they WANTED to cover with Dwarves of Erebor, but because of the original limitation of 3 Virtues / 3 Blessings had to cut them out? Perhaps the Virtues / Blessings of Dwarves of the Blue Mts will be things that aren't unique to that region, but are simply Dwarvish characteristics that will now have a chance to be created mechanically?

If these Dwarves have any relation or connection to the Dwarves of Nogrod/Belegost of old, then I'd say they should have some Blessing related to Craft. Being able to add modifiers like the High Elves (Artificer of Eregion) could be cool. It feels like the Dwarves could use a little more in the Craft field.

Unfortunately, you could quickly prove I'm not Francesco. I don't know any Italian...

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Re: Adventurer's Companion - Speculation

Post by Hermes Serpent » Tue Sep 16, 2014 6:20 pm

A quick check of the C7 post about the book and it reveals:
"Not long after the release of the new core manual comes the first supplement aimed squarely at players. Including a whole wealth of advice, ideas and background for making your own hero and company, as well as new Heroic Cultures including Bree-folk, Riders of Rohan, Dwarves of the Blue Mountain, the Elves of Lorien and Men of Gondor, a new Calling in the form of the Captain, and expanded rules for generational play. "

So I anticipate at least a slight change in the cultures ala Woodmen of Mountain Hall for the Dwarves and possibly new Rewards and Virtues as well similar to the Lake-town sourcebook details for Men of the Lake. Same for Bree-folk.

Men of Gondor and Riders of Rohan will no doubt get the full treatment and I'm in two minds about whether the Elves of Lorien would get a full treatment or the partial version. Horse-lords will be as far as I can tell a sort of HotW for Rohan.

Most interesting to me however will be the rules for generational play.

[Edit] I just thought that the timing on this thread is appropriate. With the Lone Wolf KS out of the way and a week or so for the C7 crew to get that sorted it'll be time for a build-up for the next product release and I hope it's going to be the announcement of this material, hopefully just in time for my next game on the 3rd October.
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Re: Adventurer's Companion - Speculation

Post by Glorelendil » Tue Sep 16, 2014 6:42 pm

Hermes Serpent wrote: Most interesting to me however will be the rules for generational play.
This motif is as central to Tolkien as is hope and shadow. The passing of heroes, and the rise of their progeny, appears over and over again, and is what sustains us as each of his wonderful characters (and cities and cultures and continents...) bites the dust. The idea that your hero will inevitably fade, as his Shadow overcomes his Hope, is (I think) something of a downer for many gamers. But if that process is "investing in" your next character it might mitigate the sense of futility, just as it does in the books.
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Stilts
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Re: Adventurer's Companion - Speculation

Post by Stilts » Tue Sep 16, 2014 8:00 pm

I like having new Callings, but I would also like to see them have more meaning beyond granting one trait, slight influence over favoured skills, and a list of shadow flaws. To me, if this is how a character goes about adventuring, it should grant more traits than the culture does (which grants two).

Most importantly though, the Callings need something to build or develop. A character should become a better slayer, treasure hunter, etc over time. The easiest way to do this is to create a list of virtues and rewards specific to Callings (which I think someone has posted here before, and I've made a list myself), but you could also make a new system for this that doesn't have to be too complex. For example, you could create a list of traits that can only be unlocked for certain callings by spending experience. Or, you could combine the two and invent a third statistic for Valour and Wisdom, and call it Expertise or Aptitude or something like that. Then you create three to five abilities for each Calling, akin to Virtues and Rewards, and call them Talents or something similar.

Just my two cents.
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