Crossing Mirkwood - corruption dice storm

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/
User avatar
Rich H
Posts: 4156
Joined: Wed May 08, 2013 8:19 pm
Location: Sheffield, UK

Re: Crossing Mirkwood - corruption dice storm

Post by Rich H » Sun Dec 22, 2013 6:09 pm

gentlemansavage wrote:Thank you all for the clarifications. Where is the "Journey's End..." adventure found?
Check out the link in my signature, there are a number of things listed, the adventure being one of them.
gentlemansavage wrote:Seems like the take-home point is that blighted places are largely arbitrary and at the LM's discretion, though of course more frequent in more dangerous lands. I find this a bit unsatisfying, however, because it feels, well, arbitrary for me as the LM and makes journey-planning quite difficult for the players who won't know what to expect as to Corruption tests other than that Dark lands are really bad, etc. I think that makes some sense for new adventurers who haven't seen much of the world, but what if the players have relevant lore traits for the regions to be crossed? Seems like that could force the LM to provide detailed information on blighted places.
That's right, you could. Remember though that characters don't have GPS and Ordnance Survey maps of Middle Earth so knowing the exact locations and details of everywhere in the Wild is impossible. With that in mind they may know of the more obvious areas that are Blighted but others may not be possible - eg, the hill where a forest goblin brutally murdered a woodman child last Winter, etc. Not all these places are 'mapped'.

So, what you call arbitrary, I call flexible; in order to allow the LM to create tension if the game is flagging, picking up the pace of the game and driving the desired narrative. The beauty is you can also set up some fixed locations for Blighted Places for your campaign to develop some interesting set pieces. It's up to each LM how they implement them - one way, the other, or a combination of both.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

User avatar
Aiwendil
Posts: 81
Joined: Thu May 09, 2013 6:54 pm

Re: Crossing Mirkwood - corruption dice storm

Post by Aiwendil » Sun Dec 22, 2013 10:16 pm

Referring to TC's post, I went through the same realization, and utter frustration, when my PbM group decided to cross Mirkwood, pretty much from its eastern edge around the Old Forest road all the way to the western eaves. I counted over 90 rolls if RAW were applied... I ended-up requiring rolls for what I considered to be a single blighted place during this month+ long journey...

Should this game go through a second edition (and I genuinely hope it does), quite a few rules should be amended, to include the frequency of corruption checks during travel.

On a more general note, I am still enjoying the game, but some of the mechanics really beg to be re-visited...

User avatar
Rich H
Posts: 4156
Joined: Wed May 08, 2013 8:19 pm
Location: Sheffield, UK

Re: Crossing Mirkwood - corruption dice storm

Post by Rich H » Sun Dec 22, 2013 11:09 pm

Just to clarify Aiwendil, Blighted Places and associated Corruption Checks have been addressed within the Laketown supplement (on page 21) as discussed in this thread.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

User avatar
Aiwendil
Posts: 81
Joined: Thu May 09, 2013 6:54 pm

Re: Crossing Mirkwood - corruption dice storm

Post by Aiwendil » Sun Dec 22, 2013 11:18 pm

Rich H wrote:Just to clarify Aiwendil, Blighted Places and associated Corruption Checks have been addressed within the Laketown supplement (on page 21) as discussed in this thread.
I understand, but this is the type of clarification or edit which should appear in core rules, not a supplement. This, by the way, is true of all tweaks and house-rules which have been proposed in this and the previous forum. Hence my hope for a 'second edition'.

As I've mentioned before, I hope I don't come across as someone who is just a TOR-basher. I have purchased all supplements thus far and will continue to do so... But I am also hoping for a re-tooled core set, which not only addresses structure but also rules.

User avatar
Rich H
Posts: 4156
Joined: Wed May 08, 2013 8:19 pm
Location: Sheffield, UK

Re: Crossing Mirkwood - corruption dice storm

Post by Rich H » Sun Dec 22, 2013 11:28 pm

Aiwendil wrote:I understand, but this is the type of clarification or edit which should appear in core rules, not a supplement. This, by the way, is true of all tweaks and house-rules which have been proposed in this and the previous forum. Hence my hope for a 'second edition'.
I don't disagree but the chances are slim to none considering the snail's pace (largely due to license reviews) that material is coming out The guys really need to concentrate on new material. So, I'd rather have it in a supplement that people buy than just posted on the internet somewhere or not even at all.
Aiwendil wrote:As I've mentioned before, I hope I don't come across as someone who is just a TOR-basher.
You don't, I only highlighted where the update was in case you didn't have the supplement.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

Post Reply

Who is online

Users browsing this forum: Winterwolf and 3 guests