Journey Advantages
Journey Advantages
Here is a question for all the Loremasters out there. When you break up a long journey into smaller legs, do you allow the player-heroes to make preliminary rolls for each leg of the journey?
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Re: Journey Advantages
Allow a single preliminary roll per character each time the game enters "journey mode." There may be multiple legs traveled during journey mode. Journey mode end when the party reaches its destination, or when they take a prolonged rest, or when an adventuring scene interrupts the journey. A hazard does not count as an adventuring scene all by itself, though it may turn into one.
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Re: Journey Advantages
Actually, I've seen more journeys divided up into legs that vary by terrain.
One Lore roll for the tn 12 open plains, another for the tn 14 normal Mirkwood, another for tn 16 nasty Mirkwood, and so on. This allows people with different 'terrain lore' like Mirkwood Lore, Eriador Lore, etc, to apply it specifically to the terrain relevant, but the not the others.
One Lore roll for the tn 12 open plains, another for the tn 14 normal Mirkwood, another for tn 16 nasty Mirkwood, and so on. This allows people with different 'terrain lore' like Mirkwood Lore, Eriador Lore, etc, to apply it specifically to the terrain relevant, but the not the others.
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Re: Journey Advantages
AngelAlex242, you are being confused as the TN for different legs of a journey is not what the OP was asking about. He's asking if each leg of a journey has a Preliminary roll as per p151 in the latest rules. I don't allow such rolls for each leg, just once per journey, but then I might suggest that that on particularly long journeys the company takes a break somewhere to rest and regain Fatigue due to Travel thus making it into two journeys.
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Re: Journey Advantages
I've not done that with my group yet, but having checked out some potential future journeys for them, it's definitely going to be an important consideration as otherwise they'd almost certainly arrive too weary to accomplish anything.Hermes Serpent wrote:AngelAlex242, you are being confused as the TN for different legs of a journey is not what the OP was asking about. He's asking if each leg of a journey has a Preliminary roll as per p151 in the latest rules. I don't allow such rolls for each leg, just once per journey, but then I might suggest that that on particularly long journeys the company takes a break somewhere to rest and regain Fatigue due to Travel thus making it into two journeys.
Re: Journey Advantages
Same here.Stormcrow wrote:Allow a single preliminary roll per character each time the game enters "journey mode." There may be multiple legs traveled during journey mode. Journey mode end when the party reaches its destination, or when they take a prolonged rest, or when an adventuring scene interrupts the journey. A hazard does not count as an adventuring scene all by itself, though it may turn into one.
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Re: Journey Advantages
All great advice. Thank you, friends!
Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better.
I'm one of the Look-outs in the Fellowship of the Spam Cops.
Twitter: @marcorafala
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Twitter: @marcorafala
Re: Journey Advantages
In keeping with the original core set's description, I view the preliminary roll as planning ahead, i.e., before you begin the journey. No additional Lore rolls along the way, even in-between segments. (And, I usually break my journeys up into segments to distribute Fatigue tests and hazard episodes.)
This helps maintain the interwoven feel of the story when a player-hero fails a Fatigue test: Too much planning can lead to a number of unnecessary oddities taken on the trip, or unneeded shortcuts added into the itinerary! Oddities that weigh down the unlucky adventurer at the worst of times, i.e., failed Fatigue test...Ooops, shouldn't have packed that...! Did we really agree to take this shortcut...? The "that" and "this" are catch-alls for poor initial planning (in the spirit of p. 159) as well as other travel complications (the more traditionally imagined ones alluded to on p. 158.).
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Post script: Have we really been at this as a community for almost five years, no...? Someday, some bright and curious Tookish-lad aught to venture out on the uncertain road of migrating in all the old threads from the first forum! Now there would be a Lore task in planning ahead!
This helps maintain the interwoven feel of the story when a player-hero fails a Fatigue test: Too much planning can lead to a number of unnecessary oddities taken on the trip, or unneeded shortcuts added into the itinerary! Oddities that weigh down the unlucky adventurer at the worst of times, i.e., failed Fatigue test...Ooops, shouldn't have packed that...! Did we really agree to take this shortcut...? The "that" and "this" are catch-alls for poor initial planning (in the spirit of p. 159) as well as other travel complications (the more traditionally imagined ones alluded to on p. 158.).
Best regards,
Scott
Post script: Have we really been at this as a community for almost five years, no...? Someday, some bright and curious Tookish-lad aught to venture out on the uncertain road of migrating in all the old threads from the first forum! Now there would be a Lore task in planning ahead!
Re: Journey Advantages
That's the way I look at them aswell.Eluadin wrote:In keeping with the original core set's description, I view the preliminary roll as planning ahead, i.e., before you begin the journey. No additional Lore rolls along the way, even in-between segments. (And, I usually break my journeys up into segments to distribute Fatigue tests and hazard episodes.)
I also divide the legs of a journey up into changes of terrain.
In case you didn't know, you can already get hold of them in a big zip file and refer to them in that way.Eluadin wrote:Post script: Have we really been at this as a community for almost five years, no...? Someday, some bright and curious Tookish-lad aught to venture out on the uncertain road of migrating in all the old threads from the first forum! Now there would be a Lore task in planning ahead!
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: Journey Advantages
I've treated them in the 'planning ahead' mode as well, and only given them out per entire journey (rather than for each individual leg). I've also taken to passing out glass beads (using different colored ones for battles, encounters, and journeys) so that the players can keep them in front of them and remember what they have bonus die for (thus one bead for an ordinary success, two for a great success, etc.).
Tale of Years for a second, lower-level group (in the same campaign).
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