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Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:08 pm
by doctheweasel
Terisonen wrote:I would like a Minas Tirith supplement. Much more that a Moria supplement...
Same here. I could actually use a Minas Tirith supplement. Dungeon crawling seems like a waste of TOR's features.

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:10 pm
by Falenthal
doctheweasel wrote:Dungeon crawling seems like a waste of TOR's features.
Or an expansion and development on them!

Besides, I think it would be more about exploration, handling resources, and even diplomacy with nearby friendly/neutral settlements (Mountain Hall, Lórien,...) than about killing orcs in dark tunnels. Althought I want this last point, too. :twisted:

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:12 pm
by Glorelendil
Oh I would hope C7 would treat Moria better than to make it a dungeon crawl! Was Darkening of Mirkwood a hex-crawl? I thinketh not.

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:14 pm
by Rich H
I would love it to be called "... In the deep places of the world" or at least have that as a secondary title. However, "Wings: Optional" is the one I think they will go with. :lol:

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:18 pm
by Glorelendil
Rich H wrote:I would love it to be called "... In the deep places of the world" or at least have that as a secondary title. However, "Wings: Optional" is the one I think they will go with. :lol:
I suspect the campaign itself has been ready since 2014, but they've had Jon going back and forth the whole time redoing the Balrog artwork. "Add wings." "No, delete the wings." Etc.

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:19 pm
by Rich H
Glorelendil wrote:
Rich H wrote:I would love it to be called "... In the deep places of the world" or at least have that as a secondary title. However, "Wings: Optional" is the one I think they will go with. :lol:
I suspect the campaign itself has been ready since 2014, but they've had Jon going back and forth the whole time redoing the Balrog artwork. "Add wings." "No, delete the wings." Etc.
It's going to be a pop-up illustration where the reader can choose whether to show them or not!

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:22 pm
by Falenthal
The motto/leitmotiv of such a campaign should be "know when you've gone too far" or "know when to go back".
Dwarves were massacred twice in Moria because they didn't know when to retreat: from delving too deep first and, during Balin's kingdom, when they were really outnumbered and should accept to let go of their kingdom and turn back to Erebor.
Players should need to go to dark places to map Moria, and sometimes push orc forces out of key places, but they should always be in the edge of going too far from their secure points, or too deep into enemies territories, or run out of resources (food, light, directions,...). If they don't brave some difficulties, the info they might get from their explorations might be useless. It they push too hard, they might not return with any information.

In all dungeon-crawls, the players know that the GM has a full map and their objective is to explore (and loot) it all. Here they'll think the GM has a map of Moria (maybe), but know they can't explore it all. The campaign and the quest is "how far can we explore, collect info on the current state of Moria, and return to our outside safecamp without dying in the process?", instead of "can we reach the last room of the dungeon with enough Healing potions to destroy the Beholder and gain lots of XPs?".

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:31 pm
by Glorelendil
Falenthal wrote:The motto/leitmotiv of such a campaign should be "know when you've gone too far" or "know when to go back".
Dwarves were massacred twice in Moria because they didn't know when to retreat: from delving too deep first and, during Balin's kingdom, when they were really outnumbered and should accept to let go of their kingdom and turn back to Erebor.
Players should need to go to dark places to map Moria, and sometimes push orc forces out of key places, but they should always be in the edge of going too far from their secure points, or too deep into enemies territories, or run out of resources (food, light, directions,...). If they don't brave some difficulties, the info they might get from their explorations might be useless. It they push too hard, they might not return with any information.
As you know I've gone through many drafts of rules for underground exploration ("delving") and what you describe is exactly the experience I've been trying to encapsulate in rules.

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 3:38 pm
by Falenthal
Glorelendil wrote: As you know I've gone through many drafts of rules for underground exploration ("delving") and what you describe is exactly the experience I've been trying to encapsulate in rules.
And you know I like the way you think, Glorelendil. :D
Yes, your rules are exactly what I'd expect from Underground Travel rules in TOR.

Re: Moria supplement on its way?

Posted: Wed Aug 10, 2016 5:01 pm
by Finrod Felagund
Falenthal wrote:The motto/leitmotiv of such a campaign should be "know when you've gone too far" or "know when to go back".

Players should need to go to dark places to map Moria, and sometimes push orc forces out of key places, but they should always be in the edge of going too far from their secure points, or too deep into enemies territories, or run out of resources (food, light, directions,...). If they don't brave some difficulties, the info they might get from their explorations might be useless. It they push too hard, they might not return with any information.
I hope that it is true to the Dwarves and has moments of awe, like the film did. I do agree with you, but also think that a bit of dungeon crawling is allowable.