Post
by Rich H » Fri Aug 07, 2015 9:38 am
Just a few general thoughts to share:
For me, a group of PCs of different Cultures and Callings working for Beorn as a trouble-shooting team are basically the same thing as a group of adventurers, except they don't travel around as much and are just asked to do things by one person, but I don't have a problem with either in a M-E RPG as these are gaming tropes that make things easier for a group of characters to stick together beyond the one epic quest (a la The Hobbit or LotR), and I think that's the key challenge here. The source material of those two books present two quests and afterwards the characters involved, with very few exceptions, have reached the end of their story from an RPG perspective. Campaigns in RPGs typically start with the PCs all of a relatively low power level and without a heavily developed background (see also low Standing) so throwing them into similar quests wouldn't ring true with the mechanics of the game. Sure, you could have some character of low Standing, renown, and capability but not all. Also, many of the actions performed leading up to these two quests could be adventures in their own right but these are undertaken by just one or two characters so aren't really adaptable/realistic within the context of gaming with groups of 6 or more players unless a LM runs some solo quests before the main event.
Darkening of Mirkwood has the characters roving all over Wilderland, often without any links from year-to-year so it often can appear a little forced if 'run out of the box'. I do think more work should have been taken on this as it is a published campaign so stronger links could have been developed and an initial introduction for each Culture and Calling could also have been provided setting PCs on their way, with the motivation/drive to continue coming from each adventure. I'm less critical of the two TOR adventure anthologies in this regard as their primary purpose is to provide a set of useable scenarios and not a campaign like Darkening.
Although friendship, duty, and a belief in 'doing the right thing' should be the main glues that bind after a few adventures, in themselves they don't preclude PCs being given jobs or adventures due to them being capable and trustworthy fellows, in fact some of them logically mean that NPCs will come to the PCs requesting help. Also, with regard to friendships being established over time, does that mean a character's Fellowship Focus should be picked during the game more often than at character generation? I think we can have both and in my campaign both ways have been used.
We know that wardens (lower case 'w' so not the Calling), mercenaries, caravan guards, emissaries, messengers, etc exist within the game so those 'lower level' roles are often used within self-made and published adventures as a quick 'in' to the adventure proper. Publishers have limited word count so I can understand why many simply brush over how the PCs are involved and go with a more generic approach of "you're asked by 'x' for aid", etc. I guess it's an unwritten rule that anything more specific is up to our respective gaming groups to develop further.
Callings are great for providing the motivation for characters to 'venture forth' into the wild but it is difficult to provide a reason for every adventure and every Calling. By doing so, I think motivations would become generic in their own way just as much as the usual tropes employed of, say, being asked for aid. I also think Cultures can be useful too; threats to homelands can bring together characters of the same Culture but different Callings - wider threats can bring together numerous Cultures, although then the challenge is the characters being of the right reputation to be involved in such events without feeling like spare parts or the setup feeling forced; just in a different way.
Perhaps an option would be for players to create a 'troupe' of characters rather than one character per player as is the norm. With this option, the group could interweave adventures in specific but disparate locales using characters which more logically appear in those locales and have a stronger motivation to therefore get involved. These adventures, with different characters, could weave together to build a wider narrative than just the sum of their parts. Then, later in the campaign, some event brings these groups together in order to resolve the problems facing them all and it's here that the players get to pick from the characters they have previously played to continue and conclude their quest in the last epic act, which may be one of more adventures. With this setup, you're getting Culture and Calling based motivations for each set of 'locale adventures', with those characters growing in renown and ability, until they are embroiled in wider events which allow them to forge new relationships and a 'greater' fellowship with characters from other cultures, etc. Seems like a more logical and interesting setup; it also give players variety to play differing cultures and character types and then pick from their favourites towards the end of the campaign.
Sorry about the size of the post, I was going to post examples of what I've done in my campaign but I think, at least for now, the above is enough!
Last edited by
Rich H on Fri Aug 07, 2015 10:16 am, edited 1 time in total.