Yes, I think those are some good points Glorelendil. Just to clarify however, I was really trying to begin what I think is a pretty involved discussion, and don't mean to say that it all boils down to the handling of Callings.
I just want to point everyone who is opposing 'changes to mechanics' back to the original post:
My personal feeling is that it would be nice to try and use existing systems (of which I think there are plenty, and that they are very adequate), rather than going down the houseruling route. If needs be, we can always move this thread to that forum if I'm proved wrong.
We all know how the game and original adventures are set up--via the band of adventurers trope--and I think we can all agree that the books do indeed include such archetypes. It's fair to say that Aragorn at least, experiences typical errantries, more like most rpg/One Ring campaigns end up coming off, I think. There's an argument to be made that, outside of places like the shire, this is a more realistic/natural model.
On the other hand, it took the events of the War of the Ring to pull together the fellowship. There being people ready and willing to sign up for fellowships, no questions asked, all over the place, kind of takes away from the charm of that story.
More to the point, the Hobbit and LoTR
do include/focus on different models of adventure and heroism, as the main story lines in fact, and I think some players would like ways to achieve the kinds of feelings, challenges and events that those stories model.
So . . . given existing mechanics (backgrounds, callings, kin/heirs, distinctive features, archetypes, patrons, inheritance . . . ), how might we come up with some guidelines for LMs to follow to come up with/modify adventures to evoke these feelings and themes? And don't forget that this kind of tinkering is, after all, highly encouraged in the RAW--all over the place, but see DoM where Hanrahan says in the intro to pick.drop events at will and tailor them to characters. As is the feeling of predestination (see magical treasures in Rivendell for example).
So how do you/we do this, effectively, satisfyingly, repeatably?
That's really the question we're after.
So when you say
Glorelendil wrote:LMing that sort of adventure takes more work, and it's harder, and I'm totally in favor of it. But it's something that...with this game...should be addressed in the adventures (whether published by C7 or home brewed), not in the rules.
I agree* **. But it isn't addressed right now in the published adventures--that's the point. And we don't have a model to follow for personal efforts.
So, for example, I'm beginning a campaign with 2 woodmen characters, using Words of the Wise. I like the beginning, but events after the hunt accelerate way too quickly for me (totally appropriate for the con it was used at)--it would be nice if I had a few formulas to riff off of to help me and my players in inventing some scenarios/challenges/relationships that would challenge MY players/characters. To me, Tolkien's characters don't face an option to go make a name for themselves, they are put in peril, they are making hard choices--choices that are big and dramatic, yes, but that are also unique to them (see discussion in thread so far).
Put another way, when Frodo and Sam are sent on their adventure it could only be
them. And it
has to be them. When characters in Words of the Wise are sent to the Elven king for help, it could essentially be any woodman in the village (worse, any visiting hobbit (!) or elf or dwarf too) that is sent.
How I involve my characters and make them feel invested in events (whether it's a journey or whatever else) surely has to involve looking at the characters themselves--looking at their traits, backgrounds, shadow weaknesses (callings) etc.
This isn't about making those systems run the game. It's about using existing details that we have about characters to inform adventures--doesn't that seem reasonable?
Think I've gone on long enough. Though I do really want to get back to brainstorming some actual ideas.
*I think part of what's informing my view here is Burning Wheel/Mouse Guard, which does systematize various hooks that can propel characters into new scenarios. I'm definitely not saying we should import Circles and Nemeses and the like--but I think there are a good number of existing systems which I as an LM would like more prompts to remember to tie in when making choices about an adventure.
**As a separate point, I do think that (rules-based) the [idea of a Companion calling]/[criticism of the everyone has an equal weight, with a Calling and adventurer backstory etc.,] is valid. It's just hard to tell good stories without narrative focus, and I don't think the current rules/adventure hooks encourage focus (I'm not saying they don't allow it, just that they don't
encourage it).