I was cleaning my bow and had a misfire...
Posted: Wed Aug 14, 2013 2:43 am
.
.
The Quest stands upon the edge of a knife. Stray but a little, and it will fail, to the ruin of all. Yet hope remains while the Company is true.
-Galadriel
Hello,
I would like your feedback on a situation that happened at our TOR gaming session. It is a matter of game psychology more so than of mechanics.
Having completed the Marsh Bell, we agreed to play the adventures in Tales from the Wilderland to gain more experience with TOR before I strike out on my own campaign scenarios.
The short version....
A player min/maxed the mechanics D&D style and used his archer to skewer Baldor to stop him from fleeing into the woods after drinking from the tainted stream, thereby ending the adventure prematurely and inadvertently robbing his fellows of their fun, adventure and earned experience.
I am considering consequences of this action.
The Details...
We were playing the "Don't Leave the Path" adventure in TftW.
When Baldor drank from the tainted waters and attempted to bolt into the woods, the player running an elvish archer on watch chose to let an arrow fly to stop Baldor, claiming to follow to the letter the advice not to leave the path.
Despite my revelation that this was part of the Narrative he insisted.
Wanting to see if he would follow through on such an action and how this would play out I did not stop him, threaten shadow gain, or offer other options, nor did I say anything about the repercussions of stopping Baldor. There was a point to be made here... just because you Can thwart the Narrative, doesn't mean you Should
He was determined to use his weapon, no other action was mentioned. Several in the group voiced various levels of disapproval, still the arrow was loosed.
The archer was prepared for action, not surprised due to Baldor's scenario monolog just before bolting, so I did not rule against this attack. And the player rolled an extremely high number, extraordinary success.
There were no stats for Baldor so I used the ones for the Thugs (sans armor) and he skewered Baldor with one shot and he fell, unconscious but not dead.
A character with healing skills tended to Baldor and I ruled that Baldor would not regain consciousness for some days later. Furthermore, Baldor was physically restrained from flight, thus effectively ending that adventure before it truly began.
I could have made an LM call to allow Baldor to escape, but I didn't. Actually I was expecting something like this would happen eventually, amazing it happened at this particular point!
This is a new group of players I don’t know. He may be coming from a D&D background that I suspect has mostly min/max type hack n slash experience where killing things is the only roleplay they know. Other fellows show good roleplaying potential however.
In my mind there was no solid reason for the adventure to continue once Baldor was stopped and restrained, since he was the thread that wove it all together.
I told the group this action closed the book on all the sub-plots presented in "Don't Leave the Path", losing the experience they would have gained, useful information, and an artifact useful in one of the other upcoming Adventures.
Let us say that the archer's action was not widely lauded by the fellowship.
I try to be lenient and fair, and I avoid the temptation to use punitive action, even though this somewhat annoyed me, and I did not want to over-react and needed time to think about what consequences may result.
Since it was nearing the end of our session I had the players roll for their travel to finish their mission to escort Baldor to Forest gate and we ended the session there. Mission accomplished.... more or much less.
I would take some time to reflect and consider consequences.
The player who shot Baldor argued that he should be rewarded something for such a great shot and saving Baldor from fleeing into the woods!
I disagreed and refused a reward saying that it was rather uncivilized to shoot one's companions, no matter the reason. My take...Rewarding such an action is not in the spirit of Middle Earth roleplay and would send the wrong message.
I wanted to teach a lesson in roleplay, and just giving a Shadow point to the particular player’s character I felt would do little towards that end. Losing the sub plots was a sharper tool and that was still steeping among the other players.
This player has been a solid player up until now, and it begs the question of why he chose to use potentially lethal force that would be considered uncivilized except maybe by Orcs.
The player in question is a DM for a D&D game. I do not wish to believe he took this action just to disrupt an entire adventure, but surely he must have recognized Baldor's scenario as a hook.
I am thinking he did not intend to ruin the adventure, and probably thought I would "make it ok". But in a situation like this consequences are demanded So I would not "fix" the situation by allowing this particular adventure to continue, as that would be condoning his action. Plus it simply was not logical since Baldor was now unconscious and woke up restrained from further activity.
Whatever the reason, I needed to address the player's roleplaying skills and try to get him out of D&D min/max mode, and into the spirit of Middle Earth roleplay.
The players, including the player in question were not happy about losing the Experience, and Fun of the "Don't leave the Path" adventure.
That in itself is a form of punishment, though punishment was not my intention. This player probably would have just shrugged off incurring a shadow point as being a no biggie. The downside, it punishes all the players and seems rather harsh a ruling.
It is my reasoning and hope that he might consider future such actions and the consequences carefully, and embrace the roleplay as intended and not just min/max this game into just another D&D hack n' slash doledrum which I and some of my friends grew weary of many years ago.
I would like to see letting the Narrative take its course and use roleplay to resolve a situation first, experience the value of following a good chase scene instead of trying to killing it at its first step, and feel the tension that can build holding out until all else fails, then when it is time for violence to speak, let fly
Luckily, one of my long-time friends plays with us, who played MERP with me for many years takes the initiative in leading with roleplay vs hack n' slash, I'm hoping his roleplay style will be an example.
Like when the fellowship first met Baldor, some in the fellowship opted just to kill the thugs outright. But my old friend parleyed first, He used his PERSUEDE to convince the thugs to leave off, called them by name, and threatened they would be reported to authorities in Dale and Laketown, Leaving the threat of the retaliatory might of the fellowship as a last resort.
This I consider a good example of Middle Earth roleplay of heroic characters.
And, This works well in a roleplay game style such as I use. The thugs would possibly be cut off from their communities or sent into exile, or at least their lives would be made harder. So they left.
I rewarded that player with an advancement point, sending the message roleplay will be rewarded.
On the way home my old friend and I discussed it, and was argued that a more bullet proof hook should have been employed in the case of Baldor, and I agreed, but I also argued that we all agreed to play the scenarios as written so we might learn TOR, and I won't start re-writing everything to suite wild and wahoo initiatives.
There are many things to consider.
I may go ahead and have the character incur shadow points for his action to satisfy the game mechanic.
The reputation of the archer is off to a questionable start to say the least. Surely this is not the kind of action an Elvish Hero of Middle Earth would take.
I am sure Baldor will tell this tale for many a year at many a place he visits. Baldor has many friends at the Elven Kings Halls, not that he remembers them. But elves have a long memory, tales travel far, and this is an unusualy shocking one and eventually, word will eventually get back to them, and the archer has friends and family there.
Also, what of Baldor's son, who witnessed the near slaying of his father at the hands of an elf? I doubt his young mind would understand the cold bloody logic of the mix/max that bought his father an arrow that nearly killed him, and there is the additional issue that perhaps Belgo might connect Baldor’s memory loss with the attack, further rousing his resentment.
Am I overthinking this?
Feedback is appreciated as I consider consequences
Namarie!
.
The Quest stands upon the edge of a knife. Stray but a little, and it will fail, to the ruin of all. Yet hope remains while the Company is true.
-Galadriel
Hello,
I would like your feedback on a situation that happened at our TOR gaming session. It is a matter of game psychology more so than of mechanics.
Having completed the Marsh Bell, we agreed to play the adventures in Tales from the Wilderland to gain more experience with TOR before I strike out on my own campaign scenarios.
The short version....
A player min/maxed the mechanics D&D style and used his archer to skewer Baldor to stop him from fleeing into the woods after drinking from the tainted stream, thereby ending the adventure prematurely and inadvertently robbing his fellows of their fun, adventure and earned experience.
I am considering consequences of this action.
The Details...
We were playing the "Don't Leave the Path" adventure in TftW.
When Baldor drank from the tainted waters and attempted to bolt into the woods, the player running an elvish archer on watch chose to let an arrow fly to stop Baldor, claiming to follow to the letter the advice not to leave the path.
Despite my revelation that this was part of the Narrative he insisted.
Wanting to see if he would follow through on such an action and how this would play out I did not stop him, threaten shadow gain, or offer other options, nor did I say anything about the repercussions of stopping Baldor. There was a point to be made here... just because you Can thwart the Narrative, doesn't mean you Should
He was determined to use his weapon, no other action was mentioned. Several in the group voiced various levels of disapproval, still the arrow was loosed.
The archer was prepared for action, not surprised due to Baldor's scenario monolog just before bolting, so I did not rule against this attack. And the player rolled an extremely high number, extraordinary success.
There were no stats for Baldor so I used the ones for the Thugs (sans armor) and he skewered Baldor with one shot and he fell, unconscious but not dead.
A character with healing skills tended to Baldor and I ruled that Baldor would not regain consciousness for some days later. Furthermore, Baldor was physically restrained from flight, thus effectively ending that adventure before it truly began.
I could have made an LM call to allow Baldor to escape, but I didn't. Actually I was expecting something like this would happen eventually, amazing it happened at this particular point!
This is a new group of players I don’t know. He may be coming from a D&D background that I suspect has mostly min/max type hack n slash experience where killing things is the only roleplay they know. Other fellows show good roleplaying potential however.
In my mind there was no solid reason for the adventure to continue once Baldor was stopped and restrained, since he was the thread that wove it all together.
I told the group this action closed the book on all the sub-plots presented in "Don't Leave the Path", losing the experience they would have gained, useful information, and an artifact useful in one of the other upcoming Adventures.
Let us say that the archer's action was not widely lauded by the fellowship.
I try to be lenient and fair, and I avoid the temptation to use punitive action, even though this somewhat annoyed me, and I did not want to over-react and needed time to think about what consequences may result.
Since it was nearing the end of our session I had the players roll for their travel to finish their mission to escort Baldor to Forest gate and we ended the session there. Mission accomplished.... more or much less.
I would take some time to reflect and consider consequences.
The player who shot Baldor argued that he should be rewarded something for such a great shot and saving Baldor from fleeing into the woods!
I disagreed and refused a reward saying that it was rather uncivilized to shoot one's companions, no matter the reason. My take...Rewarding such an action is not in the spirit of Middle Earth roleplay and would send the wrong message.
I wanted to teach a lesson in roleplay, and just giving a Shadow point to the particular player’s character I felt would do little towards that end. Losing the sub plots was a sharper tool and that was still steeping among the other players.
This player has been a solid player up until now, and it begs the question of why he chose to use potentially lethal force that would be considered uncivilized except maybe by Orcs.
The player in question is a DM for a D&D game. I do not wish to believe he took this action just to disrupt an entire adventure, but surely he must have recognized Baldor's scenario as a hook.
I am thinking he did not intend to ruin the adventure, and probably thought I would "make it ok". But in a situation like this consequences are demanded So I would not "fix" the situation by allowing this particular adventure to continue, as that would be condoning his action. Plus it simply was not logical since Baldor was now unconscious and woke up restrained from further activity.
Whatever the reason, I needed to address the player's roleplaying skills and try to get him out of D&D min/max mode, and into the spirit of Middle Earth roleplay.
The players, including the player in question were not happy about losing the Experience, and Fun of the "Don't leave the Path" adventure.
That in itself is a form of punishment, though punishment was not my intention. This player probably would have just shrugged off incurring a shadow point as being a no biggie. The downside, it punishes all the players and seems rather harsh a ruling.
It is my reasoning and hope that he might consider future such actions and the consequences carefully, and embrace the roleplay as intended and not just min/max this game into just another D&D hack n' slash doledrum which I and some of my friends grew weary of many years ago.
I would like to see letting the Narrative take its course and use roleplay to resolve a situation first, experience the value of following a good chase scene instead of trying to killing it at its first step, and feel the tension that can build holding out until all else fails, then when it is time for violence to speak, let fly
Luckily, one of my long-time friends plays with us, who played MERP with me for many years takes the initiative in leading with roleplay vs hack n' slash, I'm hoping his roleplay style will be an example.
Like when the fellowship first met Baldor, some in the fellowship opted just to kill the thugs outright. But my old friend parleyed first, He used his PERSUEDE to convince the thugs to leave off, called them by name, and threatened they would be reported to authorities in Dale and Laketown, Leaving the threat of the retaliatory might of the fellowship as a last resort.
This I consider a good example of Middle Earth roleplay of heroic characters.
And, This works well in a roleplay game style such as I use. The thugs would possibly be cut off from their communities or sent into exile, or at least their lives would be made harder. So they left.
I rewarded that player with an advancement point, sending the message roleplay will be rewarded.
On the way home my old friend and I discussed it, and was argued that a more bullet proof hook should have been employed in the case of Baldor, and I agreed, but I also argued that we all agreed to play the scenarios as written so we might learn TOR, and I won't start re-writing everything to suite wild and wahoo initiatives.
There are many things to consider.
I may go ahead and have the character incur shadow points for his action to satisfy the game mechanic.
The reputation of the archer is off to a questionable start to say the least. Surely this is not the kind of action an Elvish Hero of Middle Earth would take.
I am sure Baldor will tell this tale for many a year at many a place he visits. Baldor has many friends at the Elven Kings Halls, not that he remembers them. But elves have a long memory, tales travel far, and this is an unusualy shocking one and eventually, word will eventually get back to them, and the archer has friends and family there.
Also, what of Baldor's son, who witnessed the near slaying of his father at the hands of an elf? I doubt his young mind would understand the cold bloody logic of the mix/max that bought his father an arrow that nearly killed him, and there is the additional issue that perhaps Belgo might connect Baldor’s memory loss with the attack, further rousing his resentment.
Am I overthinking this?
Feedback is appreciated as I consider consequences
Namarie!