Page 2 of 2

Re: Running The One Ring well

Posted: Sun Jan 19, 2014 8:46 pm
by Rubycon
Try something like roll20 or google Hangout. I like that much more than PbP.

Re: Running The One Ring well

Posted: Sun Jan 19, 2014 10:42 pm
by Valarian
Fantasy Grounds is my VTT of choice.
Image

Re: Running The One Ring well

Posted: Mon Jan 20, 2014 12:00 am
by Aiwendil
Regarding the PbP question, I think it works well... if you're not in a hurry that is. I have been running a game online since last May (2013) and we are only into our third adventure. Granted, we have six players; the greater the number, the slower it gets, obviously.

Still, I like the pace and must give all the credit to my group; each player 'gets' the setting and plays accordingly. They understand their characters are supposed to embody the best virtues of the Free People, as they struggle against the Shadow and its nefarious nature. Truly a great bunch of guys; it has been both a pleasure and an honor to LM for them... Here's a shout-out to my 'Lost Tales of Arda' players! :D

Re: Running The One Ring well

Posted: Mon Jan 20, 2014 12:12 pm
by Ferretz
So, how does combat and action scenes work in PbP?

I tried Roll20, but it didn't really work for me. As a GM, I didn't get the needed connection with my players. Maybe written PbP the way to go? Slower, sure, but a decent writer can focus on the mood and style he wants.

-Eirik

Re: Running The One Ring well

Posted: Mon Jan 20, 2014 12:30 pm
by Elmoth
TOR requires a lot of PC decision making in combat, with lots of stuff intersecting and jumping the regular flow of events (invoking hope, deciding who you defend, ...). That makes it less than ideal for PbP play IMO. I am saying this while starting a PbP game as a player myself :mrgreen: :roll: If I had to run a TOR game by PbP I would use the materials, but another (much simpler) game system, really.

Xavi

Re: Running The One Ring well

Posted: Mon Jan 20, 2014 1:32 pm
by Aiwendil
Ferretz wrote:So, how does combat and action scenes work in PbP? -Eirik
Good question. It actually works pretty well.

Players have default stances; I use those unless they specifically request a change. Each post represents one round. The LM (in this case, me) rolls all actions and posts all results. It's heavy on the LM but keeps the flow going.

I am posting an example below, for reference. F refers to Feat Dice; GR for Gandalf Rune; EoS for Eye of Sauron. Rolls and results are posted in the OOC thread and outcome-narratives in the Adventure thread.


Round 2


Player 1, Player 2, Player 3, Player 4 end-up with a couple of Orcs each; Player 5 stays in a rearward stance.


OPEN STANCE

Player 1: 4+3+5+GR(F) → Automatic Success. 10 points of damage (sword + shield bash) on Orc7. Orc7 Dead.
Orc8: 4+1+EoS(F) → Automatic Success. 4 points of damage and a potential wound. Player 1 rolls for protection: 2+1+5+7(F)=15 vs. TN12 → Success (no wound).

Player 2: 1+5+6+5(F)=17 vs. TN9+4=13 → Great Success. 10 points of damage (sword + body bonus). Orc9 dead.
Orc10: 5+4+1(F)=10 vs. TN9+6=15 → Failure.


DEFENSIVE STANCE

Player 3: 2+4+6(F)=12 vs. TN12+4=16 → Failure.
Orc1: 2+4+EoS(F) → Automatic Success. 4 points of damage and a potential wound. Player 3 rolls for protection: 2+4+9(F)=15 vs. TN12 → Success (no wound).
Orc2: 1+6+10(F)=17 vs. TN12+10=22 → Failure.

Player 4: 4+4+1(F)=9 vs. TN12+5=16 → Failure.
Orc4: 3+2+GR(F) → Failure w/ Complications. Strikes his companion for 4 points of damage. Orc5 dead (was already bleeding).


REARWARD STANCE

Player 5: 4+5+3+6(F)=18 vs. TN12+4=16 → Success. 7 points on Orc1 (Player 3), who was already bleeding. Orc1 dead.


Outcome:

1) Four Orcs fall this round; four are left standing;
2) Both Player 1 and Player 3 lose 4 points of END;
3) All those engaged in melee have one foe left; Player 5 is free to pick his target;
4) Battle bonus dice for Player 1, Player 2, and Player 5 still unused.


End of round 2. Changes in stances/tactics?


Re: Running The One Ring well

Posted: Sun Jan 26, 2014 8:25 pm
by Etarnon
I run a game on Roll20, and I'm lucky to have extremely talented dedicated players. I found them when they in a group of 4 and a group of two posted on Roll20 "One Ring, group seeks GM." Two groups like that merged into a single group of 6.

I write my own adventures, mostly adapting from the 2e DMs campaign guide (forgot the name, cover was lost ages ago), which had tables and charts for hoorror plot, espionage plot, red herrings etc.

First adventure was set in TA 2951, ten years after hobbit, because one of the players wanted to be the lost to history half brother of Aragorn. So in this storyline, he takes a sort of lesser aragorn position, ultimatley he wants to unite Elf, Dwarf, and Man against Sauron.

There are two hobbits, a treasure hunter and an explorer type.

One dwarf orcslayer, and two elves, one was a sniper for the elf kings army, the other was sort of cast out when he killed a relative, but was pardoned but outcast from mirkwood.

All of them are roleplayers, none are hack and slash. oh they like combat but not with that thirst.

First adventure I wrote they started out at an inn in Lake town. They start smoking pipes and ordering ale and whatnot, talking about finding a job. the outcast combs the docks, looking for work doing anything, but h'es sort of slight of build and nobody wants him.

a young dwarf warrior with a scroll shows up outside town and is bedraggled and shot with orc arrows.

It turns out he's a messenger from the iron hills trying to make his way to Erebor, asking for help.

The dwarf PC has level 3 battle so we're guessing he was some sort of officer.

he's off like a shot with the Dunedain who happens to be a healer. The messenger is healed.

The party sits waiting for him to wake up, there's a backpack with the scroll in it, but the scroll is blank, in the night there is a glow in the room and the dwarf discovers the messenger carries a moonblade dagger.

The scroll which puzzled them was written with moon runes, touching both together, the message is clear, the iron hills are under siege. they race north, and eventually get 90 Dwarves from King Dain, send a message to the elves via pet eagle about what is up, and head west mid winter through drifting snow.

much fatigue later, they meet up with an orc camp 20 miles away from Azan in the distance confronted by 50 orcs in a scouting unit. Super great ambush rolls and a super abbreviated combat later with each PC getting an orc to stab as they jump up from the snow, and out of threes in the iron hills, the orcs lie dead, some dwarves are wounded, and they press on. All of the rest of the dwarf on orc action was just narrated. The players report "Loving it. Best Game. Great Dming, Great fun, can't wait till next session."

I have not seen this enthusiasm for a game by players in decades.

I myself started on a course of study of Silmarillion, and will work my way through over the year.

I am using the Pete Fenlon Maps of Mirkwood as my Wilderlands campaign maps.