Thoughts and concerns after the first game
Posted: Sun Oct 20, 2013 8:33 pm
Warning! Possible basic set adventure spoilers ahead! Also long post: wall of text incoming!
Finally after a lot of preparation we got TOR on the gaming table this weekend. I had chosen Marsh Bell as the first adventure and we played it in two sessions on Friday night and Sunday morning. We have played quite a lot of RPG's but TOR system was quite different from other stuff we've played. We're also boardgamers, so we're very used playing with rule sets with no or little gray areas or gaping holes.
The first session was quite chaotic. It was Friday evening and although I thought I had prepared well the questions the players threw at me gave me hard time. There was quite a lot of confusion how different numbers on their sheet interact. Luckily I had printed the revised list of contents from Cubicle's webpage so I was able to locate stuff relatively fast. I was also trying to explain how the rules work, so that came in the way of the story quite a bit. We possibly also overextended the session a bit, playing for something like 5-6 hours straight. Needless to say everyone was quite tired in the end. The players commented that they felt there was a lot of rolling in this game and it came in the way of storytelling. To be honest after this session I felt that this game looked good on paper but didn't work for me very well.
But since we're stubborn group of gamers we finished off the adventure this morning in two hour session. The second session was a lot smoother. Everyone was calmer (Sunday morning vs. Friday night) and we set a time limit of two hours to get to the end of the adventure. I also made a conscious choice with the style of play and skipped quite a lot of pointless rolling to keep things moving. In the end everyone had fun and the second session and the player response was positive although with concerns. I asked them straight if this was the kind of game they would wish to continue and they said yes, which is nice since I had fun today too.
As I said I changed the style of play for the second session. Considering the players felt that there was too many rolls I streamlined things and skipped a lot of (needless) rolling. Instead I moved the story instead by utilizing the traits of the PC's. For example there's a six test prolonged action to find the next key location in the adventure. Instead of making the heroes roll a mountain of dice I made the Look Out man roll search / explore once and then gave quite a lot of "free successes" by taking advantage of the Keen Eyed -trait of the Elven PC. At least Marsh Bell is so railroady that making all those test just to move the story is just silly.
The main concern we have is about traits and gaining advancement points through invoking the trait. The players felt that the trait invoking system was very gamey and encouraged the players to come up with often very silly sounding explanations how they use their Firemaking/adventurous/hardy etc. speciality to do something quite unrelated. It was also very confusing how almost every trait could be used to almost any action as long as you came up some kind of story how it could be. "Concerned with the fate of my kinsmen I become very angry and search the tracks while grinding my teeth." (invokes Wrathful after a successful search roll). Is this really how it is supposedly to be played out? That if you can come up with a tall tale you can get advancement point from virtually any successful test? It also encouraged some of the players to come up with some simple tests "I go and hunt some supper." in order to get to roll and gain advantage points. The bad thing is that I think that the players sometimes felt ashamed for "fishing" for the advancement points. It killed the mood (especially during the first session) when everybody was joking about "I will cook Adventurously with new spices and then you can stand in the guard Wrathfully. so no one dares attack us".
My second concern is related to the first one. Our elf has Distinctive features Keen-eyed and Nimble, which are very easy to invoke when adventuring. There's always something to spot or some tight spots where nimbleness can be used. The again our Woodsmen have Distinctive features Bold and Hardy. Hardy of course can be used when making travel rolls, but it was very hard for us to come up with ways to invoke it otherwise. And to use it for the same thing all the time feels a bit like cheating and is no fun. "I don't mind the rain because I'm so Hardy". Bold is even harder: These are heroes, they are supposed to be bold and heroic. It seems that (at least for us) it is very much easier to invoke Traits which are physical of nature (Keen Eyed, Nimble, Elusive) rather than mental (Bold, Hardy, Wrathful, Adventurous). This will lead to a situation where in order to keep up with the elf the other have to "invent" situations where their traits become useful and these are often so unrelated to everything that they disrupt the flow of the story. We even discussed on having some other system how to hand out advancement points, but didn't really come up with any which would work. I really like the idea how this SHOULD work, but it just doesn't for us.
The third concern is with Encounters. In a situation where you should roleplay the situation you're rolling tons of dice to get to the seven successes. The system also encourages the usage of single spokesman (less chance for failed rolls during introduction) but that then effectively sidelines the others from the play. This would be boring, especially if there's always the same character doing the talking.
Related to this it was hard to for us to find the sweet spot between speaking and rolling. There were two approaches towards this during the session:
- Player: "Greetings Gloin son of Groin, I'm your humble servant and I must say that you have a remarkably beautiful house and your beard is as long and fluffy as it has ever been."
- Loremaster: Hmmmm...ok, this is clearly courtesy. So yes, roll courtesy test.
- Player: "Oh, I don't have any levels in courtesy. Can I use persuade or Riddle or Song instead?"
and
- Player: "I very courteously ask him where the dwarfs were last seen".
- Loremaster: "Ok, courtesy check".
- Player: "Done."
Both felt very clumsy.
I guess the right way to approach the encounters would be that the rolls are more or less in the background. The players know the tolerance and they know that they have to get to seven successes to get the "best reward". So they choose appropriate style of explanation for the skill they want to use and then just roll while speaking without really minding the result. The problem is that there is normally limited amount of information to give them. At least in Marsh Bell it was hard to give them reasons to keep on rolling after the first couple successes. And then you're rolling just to get to the seven successes, which is just boring.
Oh. My group also thought that Stone Troll was totally disappointing loser who hits like a hobbit. One against four is no fair fight.
Thanks for taking the time to read this rant. I'd really appreciate if anyone would have pointers, comments and advice how to get past our concerns and continue adventuring in Middle-Earth. In some parst in this post I made our gameplay sound dumber that it actually was to make a point. For this I apologize to my friends since they are not bad players, quite contrary. The biggest problem is my inability to understand the rules and not being able to give them satisfactory answers to their rule and playstyle questions. There just seems to be huge gaps in the rules that we fall into while trying to roleplay our style, advance the story and advance the characters effectively.
Cheers!
Finally after a lot of preparation we got TOR on the gaming table this weekend. I had chosen Marsh Bell as the first adventure and we played it in two sessions on Friday night and Sunday morning. We have played quite a lot of RPG's but TOR system was quite different from other stuff we've played. We're also boardgamers, so we're very used playing with rule sets with no or little gray areas or gaping holes.
The first session was quite chaotic. It was Friday evening and although I thought I had prepared well the questions the players threw at me gave me hard time. There was quite a lot of confusion how different numbers on their sheet interact. Luckily I had printed the revised list of contents from Cubicle's webpage so I was able to locate stuff relatively fast. I was also trying to explain how the rules work, so that came in the way of the story quite a bit. We possibly also overextended the session a bit, playing for something like 5-6 hours straight. Needless to say everyone was quite tired in the end. The players commented that they felt there was a lot of rolling in this game and it came in the way of storytelling. To be honest after this session I felt that this game looked good on paper but didn't work for me very well.
But since we're stubborn group of gamers we finished off the adventure this morning in two hour session. The second session was a lot smoother. Everyone was calmer (Sunday morning vs. Friday night) and we set a time limit of two hours to get to the end of the adventure. I also made a conscious choice with the style of play and skipped quite a lot of pointless rolling to keep things moving. In the end everyone had fun and the second session and the player response was positive although with concerns. I asked them straight if this was the kind of game they would wish to continue and they said yes, which is nice since I had fun today too.
As I said I changed the style of play for the second session. Considering the players felt that there was too many rolls I streamlined things and skipped a lot of (needless) rolling. Instead I moved the story instead by utilizing the traits of the PC's. For example there's a six test prolonged action to find the next key location in the adventure. Instead of making the heroes roll a mountain of dice I made the Look Out man roll search / explore once and then gave quite a lot of "free successes" by taking advantage of the Keen Eyed -trait of the Elven PC. At least Marsh Bell is so railroady that making all those test just to move the story is just silly.
The main concern we have is about traits and gaining advancement points through invoking the trait. The players felt that the trait invoking system was very gamey and encouraged the players to come up with often very silly sounding explanations how they use their Firemaking/adventurous/hardy etc. speciality to do something quite unrelated. It was also very confusing how almost every trait could be used to almost any action as long as you came up some kind of story how it could be. "Concerned with the fate of my kinsmen I become very angry and search the tracks while grinding my teeth." (invokes Wrathful after a successful search roll). Is this really how it is supposedly to be played out? That if you can come up with a tall tale you can get advancement point from virtually any successful test? It also encouraged some of the players to come up with some simple tests "I go and hunt some supper." in order to get to roll and gain advantage points. The bad thing is that I think that the players sometimes felt ashamed for "fishing" for the advancement points. It killed the mood (especially during the first session) when everybody was joking about "I will cook Adventurously with new spices and then you can stand in the guard Wrathfully. so no one dares attack us".
My second concern is related to the first one. Our elf has Distinctive features Keen-eyed and Nimble, which are very easy to invoke when adventuring. There's always something to spot or some tight spots where nimbleness can be used. The again our Woodsmen have Distinctive features Bold and Hardy. Hardy of course can be used when making travel rolls, but it was very hard for us to come up with ways to invoke it otherwise. And to use it for the same thing all the time feels a bit like cheating and is no fun. "I don't mind the rain because I'm so Hardy". Bold is even harder: These are heroes, they are supposed to be bold and heroic. It seems that (at least for us) it is very much easier to invoke Traits which are physical of nature (Keen Eyed, Nimble, Elusive) rather than mental (Bold, Hardy, Wrathful, Adventurous). This will lead to a situation where in order to keep up with the elf the other have to "invent" situations where their traits become useful and these are often so unrelated to everything that they disrupt the flow of the story. We even discussed on having some other system how to hand out advancement points, but didn't really come up with any which would work. I really like the idea how this SHOULD work, but it just doesn't for us.
The third concern is with Encounters. In a situation where you should roleplay the situation you're rolling tons of dice to get to the seven successes. The system also encourages the usage of single spokesman (less chance for failed rolls during introduction) but that then effectively sidelines the others from the play. This would be boring, especially if there's always the same character doing the talking.
Related to this it was hard to for us to find the sweet spot between speaking and rolling. There were two approaches towards this during the session:
- Player: "Greetings Gloin son of Groin, I'm your humble servant and I must say that you have a remarkably beautiful house and your beard is as long and fluffy as it has ever been."
- Loremaster: Hmmmm...ok, this is clearly courtesy. So yes, roll courtesy test.
- Player: "Oh, I don't have any levels in courtesy. Can I use persuade or Riddle or Song instead?"
and
- Player: "I very courteously ask him where the dwarfs were last seen".
- Loremaster: "Ok, courtesy check".
- Player: "Done."
Both felt very clumsy.
I guess the right way to approach the encounters would be that the rolls are more or less in the background. The players know the tolerance and they know that they have to get to seven successes to get the "best reward". So they choose appropriate style of explanation for the skill they want to use and then just roll while speaking without really minding the result. The problem is that there is normally limited amount of information to give them. At least in Marsh Bell it was hard to give them reasons to keep on rolling after the first couple successes. And then you're rolling just to get to the seven successes, which is just boring.
Oh. My group also thought that Stone Troll was totally disappointing loser who hits like a hobbit. One against four is no fair fight.
Thanks for taking the time to read this rant. I'd really appreciate if anyone would have pointers, comments and advice how to get past our concerns and continue adventuring in Middle-Earth. In some parst in this post I made our gameplay sound dumber that it actually was to make a point. For this I apologize to my friends since they are not bad players, quite contrary. The biggest problem is my inability to understand the rules and not being able to give them satisfactory answers to their rule and playstyle questions. There just seems to be huge gaps in the rules that we fall into while trying to roleplay our style, advance the story and advance the characters effectively.
Cheers!