Travelling and Leading Large Groups

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/
Post Reply
mica
Posts: 113
Joined: Mon Jul 22, 2013 10:00 am

Travelling and Leading Large Groups

Post by mica » Wed Oct 19, 2016 10:13 am

The fellowship are about to lead a party of 40 from Mirkwood to Mountain Hall. These are not PC's so rolling 40 travel checks is not going to happen. That said, a party of 40+ blundering through the wilderness must increase the chance of things going wrong.
My thought on handling this is make fellowship use 2 feat dice, selecting the worst. This will increase chance of fatigue (lots of stops, slowing things down) and hazards. Not sure whether to increase difficulty as well. On the one hand it should be harder going due to taking care of those not quite up to the task, on the other, the feat dice should take care of this.

Has anybody used other mechanics or otherwise have view?

User avatar
Falenthal
Posts: 2273
Joined: Sun Feb 02, 2014 8:46 am
Location: Girona (Spain)
Contact:

Re: Travelling and Leading Large Groups

Post by Falenthal » Wed Oct 19, 2016 10:16 am

I think the idea of using two feat die and keeping the worst is perfect.
I wouldn't increase the difficulty anymore.

Great and simple idea!

User avatar
shipwreck
Posts: 322
Joined: Tue Apr 29, 2014 12:49 pm
Location: Atlanta
Contact:

Re: Travelling and Leading Large Groups

Post by shipwreck » Wed Oct 19, 2016 3:44 pm

I like your idea and I wish I had thought this through before my last session -- my PCs were leading some Woodmen settlers to Sunstead.

Another option would be to simply roll your own Feat die for every Fatigue Test to see if you get an Eye, representing a hazard caused by one of the NPCs.
Elfcrusher wrote:But maybe the most important difference is that in D&D the goal is to build wtfpwn demi-god characters. In TOR the goal is to stay alive long enough to tell a good story.

User avatar
Majestic
Posts: 1807
Joined: Wed Jan 01, 2014 5:47 pm
Location: Seattle, Washington

Re: Travelling and Leading Large Groups

Post by Majestic » Wed Oct 19, 2016 10:41 pm

Great idea, mica. I really like this, and it's elegant in its simplicity! 8-)
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).

Stormcrow
Posts: 1352
Joined: Sat May 18, 2013 2:56 pm
Location: Ronkonkoma, NY
Contact:

Re: Travelling and Leading Large Groups

Post by Stormcrow » Thu Oct 20, 2016 12:40 am

Perhaps a more by-the-book approach would be to only require Fatigue tests from the player-heroes, as normal. One of the player-heroes would be in charge of managing the group of forty Loremaster characters, and would need to use his two actions while traveling to make Travel rolls or have something bad happen to the group (some get lost, some stir up trouble, etc.). Parties could mitigate some problems by giving more than one player-hero the job of managing the Loremaster characters.

Post Reply

Who is online

Users browsing this forum: Butterfingers, timb, Tolwen and 3 guests