Rich H wrote:To you, maybe not, and that's fine. I don't like it; people start discussing how it should be shared and this gets in the way of things. Especially if you run a game session longer or shorter than what the expectation is in the rules, then you're putting these refreshes in somewhere other than the end of the session. It's that which breaks immersion for me and my players. I had to make those changes as our session lengths are only around 3 hours at best, sometimes even less. The game was just too easy as Hope was in abundance.
To clarify: It's not breaking the 'every session' thing that doesn't make sense to me, it's losing unspent points when the pool refreshes, rather than getting to distribute them. Breaking the 'every session' guideline seems pretty reasonable.
Rich H wrote:I'm not sure anyone has suggested that but I've never come across it running my house rules in the way that I do. Players are pretty clever as well, they can see when a narrative 'beat' is coming and that's when they start to drain the FP when involved in the dramatic part leading up to such. Sure, they've not always got it bang-on-the-nose correct and there's maybe one point left in the pool when it gets refreshed so its 'lost'. It's not proven to be a big deal. And my players like the tension it creates.
Fair enough. I'm not really suggesting changing what works for you, just noting a potential issue with ruling things that way.
Rich H wrote:Use 'em or lose 'em. It hasn't affected the mechanics at all doing it that way in my campaign. I actually think that the idea of Hope diminishing in campaigns doesn't exist as much as what people think it does within the RAW. I've run two games nearly side-by-side, one as per the RAW and Hope use was never really a concern and one with my house rules and Hope has become more of a precious resource. I therefore prefer to run it that way as it feel more in keeping with the themes of the game and material as presented.
This really depends on a whole lot of factors, not just session length and Hope recovered alone. I know our group are using the song rules in Rivendell for 3-5 extra Fellowship Pool a session (for a pool of 12 or so on average for 6 characters, or 18 Hope total if nobody gets Wounded or the like)...and still usually only breaking even in terms of Hope. If that. This is due to a variety of factors (large numbers of nasty combat encounters recently being a prominent one) , but it shows that even really high Hope regain doesn't necessarily prevent that sort of thing if thew challenges faced are sufficiently dire.
Rich H wrote:That's just personal taste really though and what each of us want to make important in our games. I'm really not a fan of having a game resource refreshing based upon an arbitrary time allotment; I don't think it's a good thing. It's not my biggest bugbear, bennies that get cashed in as XPs if they are not spent during the adventure hold that accolade, but it isn't far off.
Like I said, decoupling them from session end seems totally reasonable to me. It's the not letting people spend the remainder when the pool refreshes I think is (debatably) an issue.
Rich H wrote:Only if you have a session length matching up with that which the rules have an expectation of, otherwise you're having them at some other set time, within the game session, or setting it at dramatically appropriate times.
Sure. But again, if you're refreshing the Pool, you're already fiddling with sheets and mechanics, defintionally, since that's what the Pool is. How difficult is it to say "How much Hope is everyone down?" and then divvy appropriately? I mean...my group usually does it in a minute or two at most. Just doesn't seem terribly immersion breaking compared to, well, any other mechanical system element.
Rich H wrote:I quite like James' idea of only having a refresh at the beginning of an Adventuring Phase. Keeps it clean and makes it tougher.
I'm with you on the 'keeps it clean', but have slight issues with the 'makes it tougher'. Of course, a fair bit of that of that depends on the difficulty and frequency of challenges that the PCs encounter (as mentioned above).
Rich H wrote:jamesrbrown wrote:Rich H wrote:And the issue with that is that players can, in my opinion, artificially game the system because they know when the end of a session is approaching and just divide up the remaining points in the Fellowship pool between them as they know it will be refreshing at the start of the next one. It also ruined our immersion.
To me that's not artificially gaming the system because the rules allow them to divide up the remaining Fellowship points after a session (for me an Adventuring phase) for the precise purpose of replenishing spent Hope. They are not finding a loophole in the rules. This is a benefit of friendship, along with having a Fellowship focus. Tension is built during the Adventuring phase when players are taking from the Fellowship pool and not everyone agrees. This requires a vote and could cost a player-hero Shadow gain. So, if they all agree, they could save enough to replenish at least 1 point after the session (Adventuring phase).
Yep, I should've chosen a better phrase! I wasn't trying to suggest that they are exploiting a loophole as the RAW is written to allow that, like you state. I simply don't like the rule, especially when it's based off of a session length. I much prefer your house rule and can see how achieving their goals (ie, completing the adventure) should allow for it to be shared out as it's confirmation of the group's success and togetherness based on a recognised (end) point in the narrative. That sits a lot better with me and would work. I may consider it, although it would mean the FP refreshes less. I think it'd be okay though.
The phrasing was bothering me a bit, too. Just for the record. But yeah, sharing out makes more sense if tied to an in-game event. Of course, I'm pretty sure it makes sense with any appropriate in-game event, not just adventure ends. Which is rather the whole point I was trying to make.
Rich H wrote:jamesrbrown wrote:If your group is more immersed in the roleplaying than the mechanics, I kind of see how this can be a distraction. But, in my opinion, no more distracting than the Journey or Encounter rules. Spending Fellowship points can be played out by using dialogue between player-heroes. Encouraging words for "Yes, spend a point." Arguments when there is opposition. Selfish statements or speeches when a player wants to spend without approval, etc. In other words, make the Fellowship pool a mechanic that requires interaction between companions in some way.
Nice ideas, James. I'm not sure the way they are spent would always lend themselves to that but I think they'd work in a lot of circumstances.
This is indeed a very neat idea. Might have to talk people into trying it, at least for out of combat expenditures. Might be difficult for many combat related ones, though not impossible.