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.
So, a good jumping off point, I think, is Stormcrow's post:
I think there is clearly ample room for debate about specifics here, but this comment raises two interesting points:Name the callings of the following characters when they first take on a major role in the stories. Don't pick something kinda-sorta close; choose the correct calling and be certain. Explain your certainty.
Frodo
Sam
Merry
Pippin
Legolas
Gimli
Boromir
Beren
Túrin
Tuor
Aragorn and Gandalf are easy: leader, though Aragorn has spent time as a warden. Bilbo is a wanderer thanks to his Tookish side—NOT a treasure-hunter, and not a scholar until AFTER his adventure. The thirteen dwarves of Thorin's company are treasure-hunters. Earendel is a wanderer. But the ones above... not so easy, eh? Why is this the case for most of the Fellowship, and many of the major Silmarillion characters?
Perhaps the callings, the basic motivations to adventure for player-heroes, don't reflect the motivations to adventure for most of the characters in the books?
- Some of Tolkien's characters do indeed seem to show either a predilection to 2 or more callings or a development over the story from one calling to another.
- Some characters don't necessarily begin with a real call to adventure of their own.
Trying to keep this brief, I think (1) a good way to engage a character in an adventure might be to engage the trait that accompanies their calling, (2) players ought to be allotted freedom to change their calling to suit the development of their character, and (3) only one or perhaps two characters' callings ought to define the current story arc and other character's callings can then come into play and receive focus as appropriate.
Some of this is perhaps just good, common-sense LM-ing.
Some more detailed thoughts below, if you care to read on.
***
So, let's take the example of Frodo, Sam, Pippin and Merry. The AC actually points to Frodo's calling as Warden under the "Reluctant Hero" heading on p.21. I think this is pretty savvy. His ruling drive is really to protect the Shire. And this shows how we ought to take the Callings--as archetypes, yes, but that doesn't mean that we need to stick to the cliche entirely. The twist of a hobbit possessing the One Ring is what makes the book after all.
So Frodo has a background that makes him an inheritor. This is all easily accomplished by RAW. Then the story hook comes when Gandalf engages him via his Calling's trait---Shadow Lore. There is obvious foreshadowing of and later use of the Lure of Power shadow weakness arc, though Frodo proves that he doesn't have the personality to progress past Resentful.
Things are under way. Some other key relationships define Frodo, characters from his past in Buckland, and his servant Sam. Sam**, Pippin, and Merry, while conceivably having Callings, don't really demonstrate them as driving forces early on. Their main call to adventure is their love of Frodo--and we can see this in game terms develop into a Fellowship Focus.*
A second example, in brief, Bilbo: Tookish-ness is, say, Wanderer calling, but I think perhaps even more fittingly, Scholar:
The twist here is that he is engaged by Gandalf via the defining trait of the Treasure Hunter calling---Burglary (though clearly "Rhymes of Lore" also enter into it). And we see a central theme for Bilbo is the working out of this dilemma, whether you see it as two (perhaps three) Callings being in play, or a character with one Calling being forced to follow the path of another one that doesn't fit him. Thorin might be defined by Treasure-Hunter, or perhaps by Slayer. The remaining dwarves callings ought not, perhaps, and I think arguably do not to enter into it.yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts
So we could probably debate some of the details here, but the takeaways for me are: perhaps some of the ambiguity over Callings can be embraced, in the spirit of allowing players to grow and develop as play goes on---and in pushing for more ambiguous scenarios, with reluctant heroes etc.? Perhaps it's ok, even better, for some characters to not have a calling, at least at the beginning of an adventure, and instead focus on developing and tapping into the in-built traits and weaknesses of one or two good story arcs. If a character is going to be drawn out into an adventure via the mechanism of a Calling, we should foreshadow/challenge their Weaknesses and provide challenges for their Calling's trait. We should also endanger and involve close relations, or locations.
What we don't have in the books is, for example, a party of four hobbits, all with different callings so as to 'balance' the game or differentiate the characters. If you don't have a good reason to give a character a calling, or at least focus on it, maybe just leave it out for now? Less is more and all that.
There's great advice on all of this in the AC. I think by combining the new ideas on Archetypes and Shared Toils and making more focused, but limited use of Callings, we can get to some of the beginnings and hooks that the books model.
Thoughts?
*Really, my only question then is, should these companions be rewarded mechanically for not pursuing their own ends? Could they, perhaps, receive extra bonuses from the Fellowship rules, for acting selflessly (perhaps balanced by harsher penalties if their focus is wounded or killed). This is the only point I would perhaps feel the need for houserules--perhaps at this point their Calling is 'Companion'. Another addition would be a list of fitting distinctive features for companion characters.
**Taking Sam as a sub example, the closest calling you might argue is Wanderer, because of his desire to see the elves, Folk-Lore being a more fitting defining trait, Custom and Survival skill groups being heavily relied upon, etc, etc. Again, Sam's love for the Shire is in direct opposition to his interests in adventure, however, and I wouldn't necessarily say that Sam ever operates under his own Call[ing] to adventure. Again, highly debatable, but the point that it is debatable seems to highlight the idea that making Callings more conflicted could produce more nuanced, believable characters.