Now, where to begin?

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
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Signus
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Now, where to begin?

Post by Signus » Thu Dec 05, 2013 4:04 pm

So, I have been more or less out of the loop since this RPG came out.

I bought the original PDF, and I grabbed the most recent adventure pack at Pax East 2013. But, where do I begin?

Are there supplements and updates I should be aware of? Is there a pre made adventure generally considered the best for learning the game? Do you folks have any recommendations? Thanks in advance!

Hermes Serpent
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Re: Now, where to begin?

Post by Hermes Serpent » Thu Dec 05, 2013 4:43 pm

You can start by going through the adventure in the rulebook. That's teaches the game quite well. Tales from Wilderland is a series of seven semi-linked adventures that take a company through the first two or three years of play. Heart of the Wild is a setting book that covers Wilderland/Rhovanion with loads of player hooks in it. Darkening of Mirkwood is the upcoming campaign (best guess early-mid 2014) that spans some thirty years of time.

There are several fan written adventures about but some issues with C7's IP mean that some have been temporarily been withdrawn for a rewrite.

No word on further supplements beyond the original promise of something for the Rangers and something for Rivendell.
Some TOR Information on my G+ Drive.
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"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

Signus
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Re: Now, where to begin?

Post by Signus » Thu Dec 05, 2013 5:17 pm

Thanks for the response!

Have any of the rules in the base book been updated with errata?

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Valarian
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Re: Now, where to begin?

Post by Valarian » Thu Dec 05, 2013 5:37 pm

There are some alternative travel rules on Francesco's blog which rotates the rolls between the roles.
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Hermes Serpent
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Re: Now, where to begin?

Post by Hermes Serpent » Thu Dec 05, 2013 6:22 pm

There's little actual errata. They are listed in one of the stickied threads at the top of the forum.

The alternative Travel rules were put out because people thought there were too many die rolls during Travel. YMMV regarding that issue. It tends to happen mostly over lengthy travel rather than the sort of thing done by starting characters i.e. resolving local problems.

The recovery of Travel fatigue is the major errata as that information was missed out entirely. Allowing Dwarves to use swords as well as short swords is another thing that was changed.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

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