Suggested Rule Changes for 2 Players

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Stormcrow
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Re: Suggested Rule Changes for 2 Players

Post by Stormcrow » Fri Oct 24, 2014 12:27 am

Elfcrusher wrote:I don't think the goal here is to realistically model solo adventuring, it's to figure out how two people can enjoy the game.
Majestic wrote:Giving her an ally or two isn't a bad idea, as it will let you explore concepts (like Fellowship Focus and Fellowship pool) you wouldn't otherwise be able to.
I'm not talking about realistically modeling solo adventuring; I'm talking about being able to explore the concept of the Wild taking its toll on a lone adventurer. This is also an interesting way to experience Middle-earth that lots of characters in the fiction do, but which is completely avoided by making solo adventuring easier just for the sake of doing so.

Dare I say it, the angst of being alone in the Wild becomes the centerpiece of play. Why reject this most engaging narrative?

Greenwolf
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Re: Suggested Rule Changes for 2 Players

Post by Greenwolf » Fri Oct 24, 2014 1:20 am

Ok that worked really well, she loved ambushing the two goblins torturing the man, kill one outright with a heroic spear throw and smashing the others head in with a 2h axe. Dragging him back to her campfire and healing him after founding out his tongue has been cut out. Then her explaining to him in the morning how she saved him, and him swearing fealty to her for saving his life. She now has a companion and is completely hooked on the game :D

zedturtle
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Re: Suggested Rule Changes for 2 Players

Post by zedturtle » Fri Oct 24, 2014 1:47 am

Excellent! I liked your setup and congrats on getting a new player!
Jacob Rodgers, occasional nitwit.

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Glorelendil
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Re: Suggested Rule Changes for 2 Players

Post by Glorelendil » Fri Oct 24, 2014 2:19 am

Stormcrow wrote: Dare I say it, the angst of being alone in the Wild becomes the centerpiece of play. Why reject this most engaging narrative?
Not disagreeing with this at all. But if you want to play all the great existing adventures (TfW, DoM) then "angst" is going to be more like "insta-death". I'm not saying make the game easy for one player, but possible would be nice.
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Majestic
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Re: Suggested Rule Changes for 2 Players

Post by Majestic » Fri Oct 24, 2014 3:45 am

Yeah, I'm with Elfcrusher. Unless the adventurer is extremely competent and experienced, they're not likely to be able to do much alone (or with a single companion). It's already going to be quite the challenge.

And the bottom line is for players to have fun. Making it too difficult, where they can't even be guaranteed to survive, might be too much.
Tale of Years for a second, lower-level group (in the same campaign).

Rich H
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Re: Suggested Rule Changes for 2 Players

Post by Rich H » Fri Oct 24, 2014 7:15 am

Elfcrusher wrote:
Stormcrow wrote: Dare I say it, the angst of being alone in the Wild becomes the centerpiece of play. Why reject this most engaging narrative?
Not disagreeing with this at all. But if you want to play all the great existing adventures (TfW, DoM) then "angst" is going to be more like "insta-death". I'm not saying make the game easy for one player, but possible would be nice.
I agree with both these points and think they are both valid. I suppose it depends on how much time the OP has on their hands - ideally, I'd go running a specific campaign for a solo adventurer and all the unique challenges associated with that but I suspect the driver behind this thread being started is for ways to alter the rules so that the available adventures can be run for a smaller number of players.

I do think that the nature of group play in RPGs does close of some great ideas and options for scenarios though - I have many ideas for games in various genres effectively shelved because they would be great for 1 or 2 players but not for larger groups.
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

Majestic
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Re: Suggested Rule Changes for 2 Players

Post by Majestic » Fri Oct 24, 2014 4:31 pm

Rich H wrote:I do think that the nature of group play in RPGs does close of some great ideas and options for scenarios though - I have many ideas for games in various genres effectively shelved because they would be great for 1 or 2 players but not for larger groups.
Yeah, TOR is an awesome game, but it's clearly meant to played with a group. Not that it couldn't be done with a tiny party, just that it needs a bit of tweaking, perhaps, to adjust some of the mechanics to make it work as well.

One of the best game systems I've ever played - the James Bond 007 RPG - was just the opposite. It was exquisite with a single player, had an adjustment (less powerful PCs) that worked for two players, or could be played with four "Rookies". But the game was best with a single "00" agent.
Tale of Years for a second, lower-level group (in the same campaign).

Angelalex242
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Re: Suggested Rule Changes for 2 Players

Post by Angelalex242 » Mon Oct 27, 2014 2:05 am

The trick, I think is perhaps to model adventures on actual Tolkien heroes who soloed life. Turin Turambar, for the most part, was a solo dude. Didn't end well for him at all, but he didn't die in the first 5 seconds either.

And if there's only two PCs, Beren and Luthien is a good role model.

Alternatively, they take the role of a King, and then run their city.

"You are King Bard. Here's what's going on in your city, what're you going to do about it?"

And if you REALLY want to go off the wall...

"You are Gandalf. Sauron's rump needs kicking. Go make it so."

Glorelendil
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Re: Suggested Rule Changes for 2 Players

Post by Glorelendil » Mon Oct 27, 2014 2:35 am

I get to play Tulkas.
The Munchkin Formerly Known as Elfcrusher
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Angelalex242
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Re: Suggested Rule Changes for 2 Players

Post by Angelalex242 » Mon Oct 27, 2014 4:38 am

If you can find an LM willing to run the TOR equivalent of a God Game, more power to you. People have played gods before in the D&D setting.

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