Blustar wrote: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.
Cool, that is evident in some of your opinions so everyone needs to bear that in mind in their response and the same goes for you when you read the replies!
Blustar wrote: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.
The Rivendell supplement contains Treasure rules which do have a lot of randomness to gaining treasure or magic items combined with the LM tailoring the content for his own campaign. I personally think it works pretty well but for my own campaign I've actually removed the random mechanics of when treasure can be found and simply decide where it goes in an adventure - whether that be a treasure hoard or gifted by some NPC. Seems like you would prefer the rules-as-written though so you could find "interesting items and treasure" along the way.
Blustar wrote:What's the fun in that? Did Bilbo know what he found in the Goblin caves? Or Frodo in the Troll's cave?
No, but by the RAW (or even my altered way), neither does the player in TOR so you're going to have to explain that one.
Blustar wrote: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.
I've been LMing TOR since its release and as the GM I feel in control. If you mean the players also have some control then I agree, but I don't automatically see that as me losing control. I suppose an adversarial style of GMing could think that but I'm not sure that is the norm except in the old school organised or competive play.
Blustar wrote:The trait "whoring" in the few games I played in were distracting and silly.
There are elements in the TOR system that can be abused. Some players coming to such a game that are perhaps used to finding loopholes within the system can take advantage of this. I think as in all RPGs, assuming you don't just want to play at exploiting the rules, players and GMs alike need to engage honestly with the system.
With regard to 'trait whoring' I'm assuming you mean players invoking a trait constantly to succeed at a repeated action. I've experienced this potential issue in my games but only in relation to the Hardy trait in order to auto-succeed at Travel rolls. As that particular test is often repeated due to TOR's journey rules it can become repetitive but the rules do give guidelines on how this works and a LM always has the power to veto an invocation, even on the grounds of it not adding to the game (eg, and being boring and repetitive *is* a good enough reason). Also, auto-succeeding with a trait again and again means that the PC cannot get APs for the actions in question which is something significant enough for players to seriously consider.
Blustar wrote: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
I'd reward players for being bold, cautious etc as well but only if his character was defined as being such as well, otherwise a player being cautious when their character isn't is not being a particularly good roleplayer. The traits in TOR describe a character in such ways so this supports players in how they role-play their character.
I don't see anything in TOR that stops this from occuring. The traits are there to aid in role-playing and to help players think about their character by defining them in more than just numbers for attributes and skills. By making it so that each player has a limited number of traits to select for their character it gives them focus without being overawed by too many options.
Blustar wrote: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?
They don't, it's an example, but in other circumstances an Awareness check could suffice. In this case the GM has created the situation where 99% of the time he wants the goblin to be able to escape for whatever reason is important to the adventure - perhaps he'd like him to escape in order to set off another plot point. However, someone with the Cautious trait for their character is basically saying "Mr GM and everyone else, my character is *really* Cautious and it's incredibly important to me as it's one of the few things that really defines my character so when others don't get a chance to spot something my character likely does".
The example of the goblin and the Cautious Dwarf could also have gone another way. The GM being aware of the character's trait could really have just said "Fred, your Dwarf has the Cautious trait doesn't he? Okay, make me an Awareness roll...". Fred's character gets
special treatment and offered a roll in this situation as he's picked the Cautious trait where others haven't.
Blustar wrote: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.
Again, as long as your characters are cautious or do you do it all the time whatever the characters you are playing? And when invoking a trait a player does have to give a reasonable usage of why the trait applies in the given situation for the LM to consider. So no difference to what you've described above.
Blustar wrote: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)
I'm not sure I'd ever play out that scene the way you describe - looks like bad GMing to me, but TOR's probably a bit more
forgiving than some games in that it does allow players to take a bit of control and be creative and interesting by describing their characters within the contect that they've described. You seem to see these things as too convenient but my experience is that such elements empower players and get them thinking about their characters beyond 'just the numbers'.
Blustar wrote:So, anyone try to tone down these "storytelling" elements with TOR and were you successful?
So saying all that, you could easily houserule traits so that instead of providing an auto-success they give the character a +2 bonus to any applicable roll. The player still has to invoke the trait in question but it isn't a sure fire thing and players still get to roll the dice.