Quick Indiecon test game report
Posted: Mon Nov 11, 2013 12:02 pm
I've been working out a con scenario to demo TOR at Dragonmeet in London next month so I took it to the UK's South Coast for Indiecon this past weekend.
The scenario was that a number of Dwarves had been tasked by King Dain II to investigate a old report in the archives in Erebor of a secret door into Moria. In case of female players or someone with a dislike of playing a dwarf I did two woodmen heroes/heroines as well. None of the players had played before and some claimed to have never read The Hobbit or LotR so I'm afraid I went a little too heavy on the rules explanation too early and saw some players start to wilt. One player was going to be running the game and had questions and needed some clarifications which slowed the game a bit at the start.
The Encounter with the Woodmen chief at Rhosgobel that started the scenario to introduce the Woodmen characters to the Dwarves didn't quite go as well as I'd hoped mostly because to the previous rules dump which had proven to be a bit boring. I need to revise my introduction to cover just the skills section at first and introduce other bits as necessary.
Anyway, a bit of a short journey from Rhosgobel to the Anduin was covered narratively and again I need to revise how I'm going to deal with this as one player was confused by the switching between narrative, an Episode with some wolves and back to narrative. The 'setting up camp', the fight and then arriving at the river had him well confused.
The planned Encounter/Episode with the Leofrings at the river was sort of glossed over as some of the players obviously wanted to just hit things.
Another Travel roll for the journey to Dwarrowhall and an Eye gave the Scout a chance to find signs of a large force of goblins travelling from Southern Mirkwood to the Misty Mountains. Pressing on in the hope of finding somewhere safe from goblins they found Dwarrowhall and saw some signs of recent habitation. The Battle rolls for finding a good defensive position went well although one player (the confused one) found it hard to get past the initial Battle roll (by the most skilled dwarf) for finding the best defensive position and the individual Battle rolls to get Combat Advantage and the situational modifiers I was throwing in (choke point, fallen stones as barrier etc) also didn't help.
I borrowed the fight from Stewed Hobbit as the basis for the final battle but that didn't provide as good a fight as I'd hoped. The players felt that (in a after action debrief) they didn't have much choice beyond just keep fighting goblins. I've done a rewrite so that they can have a choice between doing a falling back defensive fight or a heroic charge to attack the leader of the orcs and cut him down to demoralise the goblins.
One of the other main issues was having six players, too many to handle in about four hours for a complex game with so many players who didn't know the rules.
As another method of adjusting the style I'm going to need I played in another LM's game on Sunday morning so I could see how someone else ran the game. The scenario was Marsh Bell which I don't see as a particularly great scenario for a con game, it's more designed as an intro than a one shot game. I think I'll run Blood in the Water at Conception as a con game as it seems, having run it as a starter scenario for a club game, better suited to show the rule system to players (an Encounter, search, track, small fight, big fight).
The Sunday morning LM had limited his game to four players which definitely worked much better than six and paced his introduction (although one player was in the LM's on-line game and I knew the rules it was easier to work with just two players needing help) with no explanation of the character sheet and just the dice mechanic at first. Combat explanations only came in when we fought the final adversaries (no Episodes for us with failed travel rolls in the marshes).
I noticed there that there tends to be a lot of overlap in LM's and players minds between Search (small area) and Explore (large area) skills. The Traits are also an issue as despite a cheat sheet for each hero in my game one player couldn't manage to understand getting a 'free' success when using his trait in role play to deal with an issue. The fact that the cheat sheet had several options for a single skill (the sheet is based off the Using Traits document that Rich did customised for the individual hero) definitely threw him.
I think I'll skip any mention of that part of rules (traits) and tell the Dragonmeet players that the game is only a taster and the full rules aren't in play.
The scenario was that a number of Dwarves had been tasked by King Dain II to investigate a old report in the archives in Erebor of a secret door into Moria. In case of female players or someone with a dislike of playing a dwarf I did two woodmen heroes/heroines as well. None of the players had played before and some claimed to have never read The Hobbit or LotR so I'm afraid I went a little too heavy on the rules explanation too early and saw some players start to wilt. One player was going to be running the game and had questions and needed some clarifications which slowed the game a bit at the start.
The Encounter with the Woodmen chief at Rhosgobel that started the scenario to introduce the Woodmen characters to the Dwarves didn't quite go as well as I'd hoped mostly because to the previous rules dump which had proven to be a bit boring. I need to revise my introduction to cover just the skills section at first and introduce other bits as necessary.
Anyway, a bit of a short journey from Rhosgobel to the Anduin was covered narratively and again I need to revise how I'm going to deal with this as one player was confused by the switching between narrative, an Episode with some wolves and back to narrative. The 'setting up camp', the fight and then arriving at the river had him well confused.
The planned Encounter/Episode with the Leofrings at the river was sort of glossed over as some of the players obviously wanted to just hit things.
Another Travel roll for the journey to Dwarrowhall and an Eye gave the Scout a chance to find signs of a large force of goblins travelling from Southern Mirkwood to the Misty Mountains. Pressing on in the hope of finding somewhere safe from goblins they found Dwarrowhall and saw some signs of recent habitation. The Battle rolls for finding a good defensive position went well although one player (the confused one) found it hard to get past the initial Battle roll (by the most skilled dwarf) for finding the best defensive position and the individual Battle rolls to get Combat Advantage and the situational modifiers I was throwing in (choke point, fallen stones as barrier etc) also didn't help.
I borrowed the fight from Stewed Hobbit as the basis for the final battle but that didn't provide as good a fight as I'd hoped. The players felt that (in a after action debrief) they didn't have much choice beyond just keep fighting goblins. I've done a rewrite so that they can have a choice between doing a falling back defensive fight or a heroic charge to attack the leader of the orcs and cut him down to demoralise the goblins.
One of the other main issues was having six players, too many to handle in about four hours for a complex game with so many players who didn't know the rules.
As another method of adjusting the style I'm going to need I played in another LM's game on Sunday morning so I could see how someone else ran the game. The scenario was Marsh Bell which I don't see as a particularly great scenario for a con game, it's more designed as an intro than a one shot game. I think I'll run Blood in the Water at Conception as a con game as it seems, having run it as a starter scenario for a club game, better suited to show the rule system to players (an Encounter, search, track, small fight, big fight).
The Sunday morning LM had limited his game to four players which definitely worked much better than six and paced his introduction (although one player was in the LM's on-line game and I knew the rules it was easier to work with just two players needing help) with no explanation of the character sheet and just the dice mechanic at first. Combat explanations only came in when we fought the final adversaries (no Episodes for us with failed travel rolls in the marshes).
I noticed there that there tends to be a lot of overlap in LM's and players minds between Search (small area) and Explore (large area) skills. The Traits are also an issue as despite a cheat sheet for each hero in my game one player couldn't manage to understand getting a 'free' success when using his trait in role play to deal with an issue. The fact that the cheat sheet had several options for a single skill (the sheet is based off the Using Traits document that Rich did customised for the individual hero) definitely threw him.
I think I'll skip any mention of that part of rules (traits) and tell the Dragonmeet players that the game is only a taster and the full rules aren't in play.