TOR makes a special ruling to help create a theme that is common in the stories from Lotr and the Hobbit - the Fellowship Phase - even though this is often a part of most rp stories in one way or another.
But - how long do you make it last? Is it just mechanical part of the game or do you make it a intimate role play moment? Any had it last for more then a session?
The Fellowship Phase
- kjetilkverndokken
- Posts: 10
- Joined: Sun Oct 06, 2013 8:25 am
- Location: Norway - Tjeldsund - The far north of the north.
The Fellowship Phase
"Tea and Madness"
Re: The Fellowship Phase
Well it depends in the mood of the players and the Loremaster. If both parts want to pass to the adventure phase pretty quick the fellowship can be vary short. On the other hand, my group seems to enjoys fellowship phases and since my players have a good time then is great for me. Our last fellowship phase lasted 8 hours of game time (all the session). Apart from the fellowship actions (mechanical part) my players wanted to interact with the world. They also made a tour in the Dale - Erebor - Lake Town - Woodland Realm to visit each other. 

Re: The Fellowship Phase
The Fellowship Phase is where the players are in charge of the action; the Loremaster really has no business telling them how long it should last. The sole exception would be if the Loremaster asks the players to finish the Fellowship Phase by a certain date because he has something planned for that time. The players would have to agree, of course.
- kjetilkverndokken
- Posts: 10
- Joined: Sun Oct 06, 2013 8:25 am
- Location: Norway - Tjeldsund - The far north of the north.
Re: The Fellowship Phase
This is an open questions to players and gm's.
I ask because in my other games (and actually my games) it is all player driven story - with plothooks laid out for when the players by their actions activate them. In TOR terms it would be like it almost always is a fellowship phase till one of them stirs up something.
I am just curious, since it is part of the game mechanichs in TOR how big importance other groups put in this phase.
And are the adventurs for you then something that just starts after or based on stuff from the fellowship phase? Like: Npc with a rumour, an ancient tome telling something about a tresure they found news from an attack on a village nearby - loads of plothooks, and the next adventure is based on which they choose to follow.
I ask because in my other games (and actually my games) it is all player driven story - with plothooks laid out for when the players by their actions activate them. In TOR terms it would be like it almost always is a fellowship phase till one of them stirs up something.
I am just curious, since it is part of the game mechanichs in TOR how big importance other groups put in this phase.
And are the adventurs for you then something that just starts after or based on stuff from the fellowship phase? Like: Npc with a rumour, an ancient tome telling something about a tresure they found news from an attack on a village nearby - loads of plothooks, and the next adventure is based on which they choose to follow.
"Tea and Madness"
Re: The Fellowship Phase
The biggest thing to remember about Fellowship Phases is that it is the opportunity for the Players to drive the narrative. To answer your question - a couple to three hours is probably a good starting point. It can be intimate roleplaying as you suggest - but some groups of players prefer a more action-packed game. Alot depends on the style preferences of a group. I have found that even those players who prefer more action have warmed up to the idea of narratively detailing a fellowship phase because it allows them to be at center stage and really have a chance to shine and tell what happens to their character as opposed to being the recipient of the experienced narration.kjetilkverndokken wrote:TOR makes a special ruling to help create a theme that is common in the stories from Lotr and the Hobbit - the Fellowship Phase - even though this is often a part of most rp stories in one way or another.
But - how long do you make it last? Is it just mechanical part of the game or do you make it a intimate role play moment? Any had it last for more then a session?
I've not seen this element in any other RPGS (at least not specifically stated and intended). The GM (loremaster) takes a back seat, and only adds flavorful tidbits, answers questions and of course has veto power (for instance a player announcing that his character become blessed by the Valar and now has +4 in all skills - hyperbole for effect - but I'm sure you get the point).
The players drive the plot during the FP. The players tell a story at that point of what happens to them. Give each player a few minutes at a time to narrate what befalls his character, what actions he takes, what discoveries he makes. More importantly, how he reflects on what has happened in previous adventures, what his fears or desires are, what his ambitions are, etc. A lot can be learned during this.
The Loremaster can also add flavor with NPC interactions, events that transpire that are external to the character - but remember during this phase, a player can use a trait/Distinctive Feature to interrupt the flow of that event and explain how they could/would have interceded with a possible alternate result.
For my games specifically, I try to end a game day with the end of an adventure and a (hopefully) successfully achieved goal/destination/return. Then I explain that the next game will be the Fellowship Phase following that. This gives the players a couple weeks or so to plan what they would do for their Fellowship Phase. In the interrim, we use a message board like this one (or email) to express certain bulletpoints of what a player is likely to do. (i.e. they intend to adopt a Patron, or plan to spend the time at a farmstead further building a relationship etc). This all allows me to develop some stories and events that transpire around them - that they either witness or hear about. Then at the next game, I'm prepared somewhat, and the players can now divulge what they have been thinking about doing, and we spend the first half of that session enjoying the Fellowship Phase. At some point either the players by way of "we want to travel here to do this" or the Loremaster intercedes by way of "you are asked or need to travel there to do that", the FP ends, and the Adventuring Phase begins and they scratch the surface of that adventure with the second half of that game-day.
It can be a very tough event to adjudicate well - especially for RPGers who aren't used to doing things like this in a game, or even worse, players who are not well-adapted at doing the narration. However, the more you do it, the easier it gets, and the players will warm up to the ideas of being in the drivers seat and they will look forward to their time to truly detail what they do and what happens to their character during the down time. And the beauty of it all, is the Loremaster can truly take a backseat and be entertained, not have to work so hard, and good players will leave the Loremaster with a plethora of potential plot-hooks that he can build stories on for games to come.
PERSONAL EXPERIENCE STORY
One of my players narrated during a recent FP, that he went fishing at the nearby river. He caught a big catfish, and upon cleaning it, found a bracelet inside it's belly, with engraved writing, etc. He now wears it and feels blessed by it, but can't help wonder who's it was. This immediately made my head spin with ideas of how to integrate that incident into an upcoming adventure. Perhaps he tracks down the owner, or the giver of the item to another who has never been found, etc.
These are the types of things that players will reward you with as they see the potential in truly expanding the horizons of their characters. Everyone wins.
Hope this helps
Robert
Who is online
Users browsing this forum: Google [Bot], susannerhodes and 6 guests