Playing TOR sans storytelling aspect? Possible?
Posted: Tue Jul 12, 2016 3:21 pm
First let me say, that I think the books really are top notch. They are made with passion and are very interesting to read, but some parts of the game just doesn't appeal to me. Now, I haven't read the rules for TOR in a while so bear with me.
With the announcement of the new 5e Middle Earth, I want to give TOR another go. ( I just purchased Revised edition, Rivendell) My main problem with TOR is the storytelling aspects. ( and apparent lack of mystery) The lack of finding interesting items and treasure along the way seems "boring" to my sentiments. The treasure ( wealth) system feels too abstract and unrewarding. I have to wait till the Fellowship phase to upgrade my weapons in the most unadventurous way possible. In the end, this leads to the feeling that the player has complete control of what he's going to find in ME. What's the fun in that? Did Bilbo know what he found in the Goblin caves? Or Frodo in the Troll's cave?
Also the storytelling aspect is just something I can't get used to. I grew up playing RPGs where the DM was in control of the story and it made the games mysterious and interesting. The trait "whoring" in the few games I played in were distracting and silly. I want to reward my players ( and be rewarded as a player) by being clever and coming up with interesting plans or ideas, not by narrating a solution because of a die roll, or a trait they have on their sheet. Auto-success should never be an option. My main gripe has been with traits, like bold, cautious, etc .. .I reward cautious "players" because they are cautious
The example on page 96 ( of the Adventurer's book) tells us a Goblin is sneaking away, after being left for dead and ignored. The dwarf chimes in, saying that he's "cautious" and should get a chance to notice him. I have two problems with this scenario. First, why would anyone need to have the word cautious written on the character sheet to notice someone? We use to do stuff like this, when playing D&D and the likes, and normally the DM would just laugh it off or if the player gave an extremely compelling reason, actually consider it. No rules needed.
SO:
After fierce battle"
Lm: OK, What are you guys doing?
Dwarf: I'm checking the body of the big guy, see if I can figure out which tribe he's from.
Woodmen: I'm going to check for tracks, see which way they came from, and maybe where they're going.
Hobbit: I'm going to sit down and have a few puffs!!! Longbottom. . .hmmm. ..
LM" Ok while you guys are busy, unfortunately, a sneaky Goblin is escaping the battlefield after being left for dead and "ignored".
Dwarf: Wait, I'm cautious remember? Shouldn't I get a chance to catch him before he flees?
LM: Well....
The rest of the party: Yeah sounds about right, he's cautious aint he? They all vote to allow the dwarf an awareness check...
Anyways, this type of RPing doesn't feel right to me. A player shouldn't be rewarded for being cautious when he wasn't being cautious. This type of storytelling seems too convenient and coincidental, all the time. It makes the game very blase and self-fulfilling. ( everyone gets what they want)
There are some aspects of TOR that I really like, like Hope and Shadow, the travel rules, etc. . .
So, anyone try to tone down these "storytelling" elements with TOR and were you successful?
ps- I'm not saying that this game is broken or whatever, just for me, some aspects of the game don't jibe.
With the announcement of the new 5e Middle Earth, I want to give TOR another go. ( I just purchased Revised edition, Rivendell) My main problem with TOR is the storytelling aspects. ( and apparent lack of mystery) The lack of finding interesting items and treasure along the way seems "boring" to my sentiments. The treasure ( wealth) system feels too abstract and unrewarding. I have to wait till the Fellowship phase to upgrade my weapons in the most unadventurous way possible. In the end, this leads to the feeling that the player has complete control of what he's going to find in ME. What's the fun in that? Did Bilbo know what he found in the Goblin caves? Or Frodo in the Troll's cave?
Also the storytelling aspect is just something I can't get used to. I grew up playing RPGs where the DM was in control of the story and it made the games mysterious and interesting. The trait "whoring" in the few games I played in were distracting and silly. I want to reward my players ( and be rewarded as a player) by being clever and coming up with interesting plans or ideas, not by narrating a solution because of a die roll, or a trait they have on their sheet. Auto-success should never be an option. My main gripe has been with traits, like bold, cautious, etc .. .I reward cautious "players" because they are cautious
The example on page 96 ( of the Adventurer's book) tells us a Goblin is sneaking away, after being left for dead and ignored. The dwarf chimes in, saying that he's "cautious" and should get a chance to notice him. I have two problems with this scenario. First, why would anyone need to have the word cautious written on the character sheet to notice someone? We use to do stuff like this, when playing D&D and the likes, and normally the DM would just laugh it off or if the player gave an extremely compelling reason, actually consider it. No rules needed.
SO:
After fierce battle"
Lm: OK, What are you guys doing?
Dwarf: I'm checking the body of the big guy, see if I can figure out which tribe he's from.
Woodmen: I'm going to check for tracks, see which way they came from, and maybe where they're going.
Hobbit: I'm going to sit down and have a few puffs!!! Longbottom. . .hmmm. ..
LM" Ok while you guys are busy, unfortunately, a sneaky Goblin is escaping the battlefield after being left for dead and "ignored".
Dwarf: Wait, I'm cautious remember? Shouldn't I get a chance to catch him before he flees?
LM: Well....
The rest of the party: Yeah sounds about right, he's cautious aint he? They all vote to allow the dwarf an awareness check...
Anyways, this type of RPing doesn't feel right to me. A player shouldn't be rewarded for being cautious when he wasn't being cautious. This type of storytelling seems too convenient and coincidental, all the time. It makes the game very blase and self-fulfilling. ( everyone gets what they want)
There are some aspects of TOR that I really like, like Hope and Shadow, the travel rules, etc. . .
So, anyone try to tone down these "storytelling" elements with TOR and were you successful?
ps- I'm not saying that this game is broken or whatever, just for me, some aspects of the game don't jibe.