In our group the companions start almost every game session with their hope points at maximum. Since there are two hobbits in the group the fellowship points are higher by two and besides the grumpy & gruff dwarf (me ) everybody has a fellowship focus and is eager to keep him/her safe. So there is plenty of hope regeneration every session due the fellowship focuses and the by two higher fellowship points offer a lot of hope regeneration too.
It's not that we don't use Hope - me and my unlucky dice are legend - but there is so much hope coming back every session due to the stated circumstances that there is no need of hoarding hope points or to be afraid of becoming miserable (just spend an hope point at the corruption test, it will be recovered by the end of the session anyway)
So why does it sound everywhere that Hope is such a rare and valuable ressource and why are there so many options to recover single points of hope?
Hope Points are never sparse - are we doing things wrong?
Re: Hope Points are never sparse - are we doing things wron
It could be down to two things - pace of the adventure and difficulty being set by the GM. It is one of the oddities of the system that the refresh is per session rather than at key points.
All it takes is a short session, some procrastination or overly cautious play and at the end of a session that seemed to go nowhere everybody gets rewarded with hope from their focus and hope still in the pool.
You could house rule that unless there is a threat to the focus, nobody gets the focus benefit. The GM could also put in some time crucial goals and failure to achieve them causes tough corruption checks (burn those hope points to pass). And challenge the characters - if one character always makes a certain skill check because he is the best, ensure the situation dictates that another character has to step up.
All it takes is a short session, some procrastination or overly cautious play and at the end of a session that seemed to go nowhere everybody gets rewarded with hope from their focus and hope still in the pool.
You could house rule that unless there is a threat to the focus, nobody gets the focus benefit. The GM could also put in some time crucial goals and failure to achieve them causes tough corruption checks (burn those hope points to pass). And challenge the characters - if one character always makes a certain skill check because he is the best, ensure the situation dictates that another character has to step up.
Re: Hope Points are never sparse - are we doing things wron
Having two hobbits in the group surely helps your fellowship a lot. And if you're recovering Hope points because eveyone is taking care of his or her Fellowship focus, then you're doing things fine.
So, I should say that nothing's wrong with your way of playing. Quite the contrary, you're playing perfectly fine.
But... your concern is that one of the things that make TOR special (Shadow and Hope) is getting lost for your group, and you feel you're missing part of the fun of playing this game. It's like playing a Jedi and never, ever have the slightest danger of falling to the Dark Side.
As a LM, I learned to adjust the difficulty of my games so that Hope was slowly, but steadily, lost by the players. As I said, we didn't see it as a way of messing with the players, but as a source of fun for the game.
Some hints that served me well:
1) Don't be afraid to put "too many" Corruption tests during an adventure if they make sense. Shadow points can be healed, and the sense that the Shadow is growing faster than you can heal it should add to the game and general feel of "darkening". Take a look at the starting adventure, The Marsh Bell, and count how many Corruption tests the characters are forced to make... and that's for a first adventure with starting characters, some of which will have just 1 rank in Wisdom!
2) Don't recover the Fellowship pool after every session. In fact, we played it so that the Fp lasted for the whole adventure (2 or 3 sessions). Only at very long adventures, if there was a resting point in the middle (for example, the characters reach Beorn's House and have a day to prepare for a battle against the Viglunds), did I allow to refresh the Fp.
3) If a test is hard, make it hard (TNs 18-20). Hope points are there so the players can spend them. If they don't use them in critical moments, or they don't need them when facing a mortal threat, then the menace won't be perceived as so terrible as intended.
In my group, this changes made the adventures a bit more hard, but it was seen by everyone as feeling more epic and much more interesting. Travelling through the Mountains of Mirkwood, arriving at destination without Fatigue, and replenishing Hope to the full afterwards felt dissapointing, not heroic, to us.
So, I should say that nothing's wrong with your way of playing. Quite the contrary, you're playing perfectly fine.
But... your concern is that one of the things that make TOR special (Shadow and Hope) is getting lost for your group, and you feel you're missing part of the fun of playing this game. It's like playing a Jedi and never, ever have the slightest danger of falling to the Dark Side.
As a LM, I learned to adjust the difficulty of my games so that Hope was slowly, but steadily, lost by the players. As I said, we didn't see it as a way of messing with the players, but as a source of fun for the game.
Some hints that served me well:
1) Don't be afraid to put "too many" Corruption tests during an adventure if they make sense. Shadow points can be healed, and the sense that the Shadow is growing faster than you can heal it should add to the game and general feel of "darkening". Take a look at the starting adventure, The Marsh Bell, and count how many Corruption tests the characters are forced to make... and that's for a first adventure with starting characters, some of which will have just 1 rank in Wisdom!
2) Don't recover the Fellowship pool after every session. In fact, we played it so that the Fp lasted for the whole adventure (2 or 3 sessions). Only at very long adventures, if there was a resting point in the middle (for example, the characters reach Beorn's House and have a day to prepare for a battle against the Viglunds), did I allow to refresh the Fp.
3) If a test is hard, make it hard (TNs 18-20). Hope points are there so the players can spend them. If they don't use them in critical moments, or they don't need them when facing a mortal threat, then the menace won't be perceived as so terrible as intended.
In my group, this changes made the adventures a bit more hard, but it was seen by everyone as feeling more epic and much more interesting. Travelling through the Mountains of Mirkwood, arriving at destination without Fatigue, and replenishing Hope to the full afterwards felt dissapointing, not heroic, to us.
Re: Hope Points are never sparse - are we doing things wron
Exactly. You very well hit the point.Falenthal wrote:But... your concern is that one of the things that make TOR special (Shadow and Hope) is getting lost for your group, and you feel you're missing part of the fun of playing this game. It's like playing a Jedi and never, ever have the slightest danger of falling to the Dark Side.
Thank you for your hints, I'll discuss them with our LM. Let's see if we can't get more tolkinesque feel in our games
Right now I'm also thinking of lowering the efficiency of my Lonely Mountain Dwarf (Slayer) for game or tolkinesque feeling purposes. At the moment the main tactic of our group in combat is about using shields and going in defensive stances. So it's hard to get hit and become wearied/wounded as a result. There is no real threat from enemies and therefor is no despair or the real need to use hope in combat.
On the other hand I'm a little concerned (as the designated champion of the group) about getting hit to often (in comparison to the other more non-combative companions) and to be knocked out in only a few combat rounds when sacrificing the (reinforced) shield and defensive stance (TN 19 to get hit) for a great axe and forward (TN 10), open (TN 13) or even defensive (TN 16) stance. It's quite complicated.
Re: Hope Points are never sparse - are we doing things wron
I always advocate for using existing tools before changing rules. In this case you have the tools you need built in. As mica pointed out, the rate of Hope drain is governed by the pace of the game and the difficulty of actions.
Unless you're willing to try picking up the pace—but if your players are enjoying themselves, why would you want to?—you need to increase the difficulty. Send them on more difficult adventures. Go to more dangerous or corrupted places. Set them up for taking actions that they desperately want to succeed rather than ones they're willing to fail occasionally.
Or you might try to pack more detail into the things the players are already doing. If they spend a lot of time hanging around Lake-town not getting much accomplished, make their day-to-day actions more significant. They can get involved in plots and schemes that are whirling around them that aren't dangerous adventures that stop them from doing their business in town, but which still require them to take lots of actions. Suppose a player's Lake-man character started a craft business in town as a holding, and now dirty business rivals are stalking him as he collects supplies for his upcoming adventure...
Unless you're willing to try picking up the pace—but if your players are enjoying themselves, why would you want to?—you need to increase the difficulty. Send them on more difficult adventures. Go to more dangerous or corrupted places. Set them up for taking actions that they desperately want to succeed rather than ones they're willing to fail occasionally.
Or you might try to pack more detail into the things the players are already doing. If they spend a lot of time hanging around Lake-town not getting much accomplished, make their day-to-day actions more significant. They can get involved in plots and schemes that are whirling around them that aren't dangerous adventures that stop them from doing their business in town, but which still require them to take lots of actions. Suppose a player's Lake-man character started a craft business in town as a holding, and now dirty business rivals are stalking him as he collects supplies for his upcoming adventure...
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Re: Hope Points are never sparse - are we doing things wron
How long are your sessions? That may be a factor.
Check out our One Ring live play session podcasts at BeggingForXP.com.
Re: Hope Points are never sparse - are we doing things wron
Mostly 3,5 to 4 hours.doctheweasel wrote:How long are your sessions? That may be a factor.
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