Hello,
I tried searching (old and new forum), but I haven’t found anything. Usually, Fatigue due to travel is increased at the end of the Journey (btw, is this anywhere in the books or is this an erratum?).
My question is: What does qualify as an end of the Journey? Especially Hazards that need to shift to an episode, rather than narrative time, e.g. a fight.
Say the characters are on a long journey and have to make 3 or 4 travel rolls. At least one of them fails and produces an Eye of Sauron. The Hazard is a fight against some orcs.
Narratively, this happens rather soon after the departure of the fellowship. Should the Fatigue now be increased? Maybe only partly?
Thanks a lot!
Hazards and Fatigue
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Re: Hazards and Fatigue
Check the TOR Resources thread just above this one. You'll find the information about when Fatigue is added (whenever the journey finishes or is interrupted by a hazard). The Fatigue addition is generally made in sequence AFAICT. Basically if the third and fourth Travel rolls are failed and the Fourth roll includes an Eye symbol then add in the Fatigue for the two failures before dealing with the Hazard.
The rules imply that all the rolls are done at the beginning of the journey and Fatigue added at the end before the next stage of the journey with the LM running any hazards at an appropriate place (terrain or story-wise) during the journey. There have been a lot of threads on this in the old forum so it's worth getting the zip file Garn made and reading through the pages there.
The end of a journey is what the LM decides is the end of a journey. Usually it's when the place that the company was going to is reached but if a large narrative point is reached the Journey leg could be finished there and a new leg started. If the Hazard is a minor interruption to the journey it may not be worth starting a different leg and just continuing with the existing journey leg.
The rules imply that all the rolls are done at the beginning of the journey and Fatigue added at the end before the next stage of the journey with the LM running any hazards at an appropriate place (terrain or story-wise) during the journey. There have been a lot of threads on this in the old forum so it's worth getting the zip file Garn made and reading through the pages there.
The end of a journey is what the LM decides is the end of a journey. Usually it's when the place that the company was going to is reached but if a large narrative point is reached the Journey leg could be finished there and a new leg started. If the Hazard is a minor interruption to the journey it may not be worth starting a different leg and just continuing with the existing journey leg.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon
Re: Hazards and Fatigue
Related to this question is there any compilations of possible hazards in some of the expansion books? I mean some sort of list of possible hazards to tweak or use? Or possibly a community created list? Throwing a band of orcs or a depressing rain to my players is easy, but a well written list of Tolkienesque hazards for each type of botched travel roll would be awesome.
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- Posts: 1651
- Joined: Wed May 08, 2013 9:28 pm
- Location: Sunny South Coast of Britain
Re: Hazards and Fatigue
IIRC there was a thread on rpg.net where someone wrote up 100 possible Hazards. A check through the old forums either directly or via Garn's zip file of all the threads there should find a link to the original rpg.net thread.
There was also a number of threads on the old forums where extra hazards were discussed. Tales has some extra hazards for use in Northern Mirkwood in the Don't leave the Path scenario.
There was also a number of threads on the old forums where extra hazards were discussed. Tales has some extra hazards for use in Northern Mirkwood in the Don't leave the Path scenario.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon
Re: Hazards and Fatigue
Hi. Thanks again Hermes (and sorry for the thread hijack Marko.
I managed to find the Rpg.net thread about 100 hazards and thought it might be useful for others too. So here goes:
http://forum.rpg.net/showthread.php?601 ... Ring/page3
I managed to find the Rpg.net thread about 100 hazards and thought it might be useful for others too. So here goes:
http://forum.rpg.net/showthread.php?601 ... Ring/page3
Re: Hazards and Fatigue
Hey! Not to worry, Mordjinn. I was on vacation anyway, so there wasn’t much discussion to begin with.
@Hermes: Thanks for you explanations. I was scanning through the old forums (btw, the zip file is great, thanks!), but I could’t find anything hard rule. But you confirm that it kind of depends on the situation. I think I’ll handle it that way. If my players encounter a troll, they might get some of their Fatigue during that Hazard, depending on the narration of the Hazard. Thanks a lot!
@Hermes: Thanks for you explanations. I was scanning through the old forums (btw, the zip file is great, thanks!), but I could’t find anything hard rule. But you confirm that it kind of depends on the situation. I think I’ll handle it that way. If my players encounter a troll, they might get some of their Fatigue during that Hazard, depending on the narration of the Hazard. Thanks a lot!
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