Are We There Yet? Encounters, Combat and Journeys...
Posted: Tue Nov 19, 2013 2:15 pm
Why play the game?
Most would answer: to have fun.
So far so good, right?
How does this translate into The One Ring?
Structurally this game is built around three different modes of play (when in adventure-mode):
Encounters, Journeys, Battles/Combat. (I recently played "the Marsh Bell", act I and II, with a new group.)
Encounters
The encounters were a blast when we played. The players had a chance to roleplay their characters and how they interact to solve social problems. I let them roleplay the whole encounter and required a few rolls for introduction and a few for interaction, but the emphasis was on roleplay. They liked it.
The dice-rolls decided what level of success they achieved but the roleplay-effort dictated that they passed the "good enough"-level. (That's what I want to reward - good roleplay, yet not diminish the importance of skill-points in social skills) Long story short: Encounters are fun.
Battles
Battles were fun as well. They had a chance to try combat stances, talk about team-tactics, try aimed shots with their bows and how armour-rolls and endurance loss works. What happens when a characters gets weary. Then the character who threw the killing blow got to narrate how the troll was felled.
Long story short: Battles are fun.
Journeys
...I did my best to weave the journey and the search for dwarven tracks into a meaningful part of the story (if you read/played the Marsh Bell, makes sense),,, but this is the part where the game always struggles. It's a series of die-rolls, mechanical things happen to their character-sheets and I as a LM try to narrate how they "feel watched", let the Hunter narrate what she found after her (game mechanically) extraordinary level of hunting-success and the ensuing feast mid-journey. Que the Social Encounter with the Eleves etc..
Okay, after a day of boating, searching for clues,, "This is what you find............"
It's hard for the players to roleplay and it's quite tedious. I mean, no matter what they do, they will eventually find the trail and the story will lead on to something more interesting. It's on rails the moment they decide to try to achieve the goal. When I LM it, it's the thing they have to do before the fun begins, be it a social-based or combat-based showdown. It could be summarized in "Are We There Yet?"
The simulation-aspect of it is very real - it is arduous to be on foot for a long time and the heroes tire. But as of now,, it's a very accurate simulation because the players tire as well. Yawn, stretch in the sofa, space out/daydream, loose interest, etc...
I try to ask focus the group with questions about: what the cooler-talk is around the camp-fire; weave encounters with npc in to the journey. (the ferry-men at the Stair of Girion, how they long for tales of Heroism and how they leave additional clues when they are content etc)
Long story short: Journeys are not fun.
Or more humble: I cannot make the Journeys fun.
LM Skill?
I guess that there is a level of LM-skill involved in this. The LM need to make the scenery come to life, narrate the journey, set the scene for battles and encounters, direct the players so they understand how they can affect their game-environment and each other, understand the game-mechanic so that it doesn't get in the way of the story. Crafting long-term plot-twists and prepare for different scenarios so the PCs can explore the world in a sandbox-like manner. And this probably gets better and more fun with more practice. I'm confident this game will let me improve and make for a fun game.
But I can't make the Journeys fun. How do you guys make it?
Most would answer: to have fun.
So far so good, right?
How does this translate into The One Ring?
Structurally this game is built around three different modes of play (when in adventure-mode):
Encounters, Journeys, Battles/Combat. (I recently played "the Marsh Bell", act I and II, with a new group.)
Encounters
The encounters were a blast when we played. The players had a chance to roleplay their characters and how they interact to solve social problems. I let them roleplay the whole encounter and required a few rolls for introduction and a few for interaction, but the emphasis was on roleplay. They liked it.
The dice-rolls decided what level of success they achieved but the roleplay-effort dictated that they passed the "good enough"-level. (That's what I want to reward - good roleplay, yet not diminish the importance of skill-points in social skills) Long story short: Encounters are fun.
Battles
Battles were fun as well. They had a chance to try combat stances, talk about team-tactics, try aimed shots with their bows and how armour-rolls and endurance loss works. What happens when a characters gets weary. Then the character who threw the killing blow got to narrate how the troll was felled.
Long story short: Battles are fun.
Journeys
...I did my best to weave the journey and the search for dwarven tracks into a meaningful part of the story (if you read/played the Marsh Bell, makes sense),,, but this is the part where the game always struggles. It's a series of die-rolls, mechanical things happen to their character-sheets and I as a LM try to narrate how they "feel watched", let the Hunter narrate what she found after her (game mechanically) extraordinary level of hunting-success and the ensuing feast mid-journey. Que the Social Encounter with the Eleves etc..
Okay, after a day of boating, searching for clues,, "This is what you find............"
It's hard for the players to roleplay and it's quite tedious. I mean, no matter what they do, they will eventually find the trail and the story will lead on to something more interesting. It's on rails the moment they decide to try to achieve the goal. When I LM it, it's the thing they have to do before the fun begins, be it a social-based or combat-based showdown. It could be summarized in "Are We There Yet?"
The simulation-aspect of it is very real - it is arduous to be on foot for a long time and the heroes tire. But as of now,, it's a very accurate simulation because the players tire as well. Yawn, stretch in the sofa, space out/daydream, loose interest, etc...
I try to ask focus the group with questions about: what the cooler-talk is around the camp-fire; weave encounters with npc in to the journey. (the ferry-men at the Stair of Girion, how they long for tales of Heroism and how they leave additional clues when they are content etc)
Long story short: Journeys are not fun.
Or more humble: I cannot make the Journeys fun.
LM Skill?
I guess that there is a level of LM-skill involved in this. The LM need to make the scenery come to life, narrate the journey, set the scene for battles and encounters, direct the players so they understand how they can affect their game-environment and each other, understand the game-mechanic so that it doesn't get in the way of the story. Crafting long-term plot-twists and prepare for different scenarios so the PCs can explore the world in a sandbox-like manner. And this probably gets better and more fun with more practice. I'm confident this game will let me improve and make for a fun game.
But I can't make the Journeys fun. How do you guys make it?