Help me out to figure if One Ring is a game for us

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/
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Aiwendil
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Re: Help me out to figure if One Ring is a game for us

Post by Aiwendil » Tue Jan 21, 2014 9:42 pm

Mordjinn wrote:When I read the One Ring books I feel there's A LOT of potential in this game. But is it really so? Help.
I felt the same way when I first got my hands on my box-set!

The production value for this game is outstanding, without a doubt. But after LM-ing since last May, I am definitely seeing cracks in this rule-set. Considering the focus on role-playing, the encounter/tolerance mechanic is perhaps the best implemented. I think how journeys are approached is a pain for both LM and players (too many rolls!); and combat may invoke the right flavor but isn't ultimately balanced (or logical, in some respect).

I think the rule-set is 'crunch-lite' but also very 'rigid'. I can think of games which do both better. The artwork and atmosphere conveyed in all books, however, is second to none. This is really where TOR shines in my mind.
Last edited by Aiwendil on Tue Jan 21, 2014 10:14 pm, edited 1 time in total.

SirKicley
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Re: Help me out to figure if One Ring is a game for us

Post by SirKicley » Tue Jan 21, 2014 9:53 pm

As someone who has played D&D (now Pathfinder) across all editions since 1982 and now thoroughly loves TOR, I feel I can answer your questions and concerns with a modicum of authority on the subject. My players and I too have gone through similar growing pains with TOR. Many of my friends in my gaming circle don’t have as storied past rooted in D&D’s earlier editions; but those who have (including myself) do remember the game being played as a more narrated free-form game with a lot less rules and tactics.

The advent of 3rd edition and married the rules to the use of miniatures increased the rules base significantly, removed the NEED (though not necessarily removed the existence) of free form playing and narrating and adlibbed story-telling. The inclusion of RFE (rules for everything) allowed many players who are not as comfortable coming off the cuff with adlibbed narrative style roleplaying to enjoy the game with friends with a standardized and easily enforced set of balancing rules.

TOR harkens back to earlier D&D days without all of those. The players I have that enjoy the story telling aspect, and the build of an epic story line, and learning the world, and enjoying the portrayal of a character in the midst of it, and the development of the character from a storyline perspective enjoy TOR the most. I have others who prefer Pathfinder/D&D new editions because their biggest love of gaming is the tactical combats, and optimizing building of their characters, seeing them advance in levels and becoming more powerful. They find TOR less appealing – BUT still enjoy the game because it is the best game at what it does.

Combat can still be tactical, though. You can learn to employ certain tactics like which stance to be in, how much armor do you wish to wear to become potentially WEARY but not WOUNDED vs how much weapon skills did you apply vs how aggressive you need/want your stance to be to risk becoming WEARY etc.

HOWEVER, it was succinctly put – that in D&D (which for the purposes of this post, will mean 3rd edition and beyond along w/ Pathfinder unless otherwise specified), your benefits come in numerical form based on the actions you succeed at. SUCH AS: moving in a flank, charging, getting higher ground, casting a BLESS spell, having a bard sing morale song, purchasing a +1 sword or casting MAGIC WEAPON spell, activating Smite Evil, or Raging.).

The primary difference is this: In D&D you typically state what your doing, and the dice are rolled, end of story. In TOR, roll the dice first, THEN narrate the action based on the adjudication of the dice.

SEE BELOW for snippets of narrated differences:

D&D:
DM: Bill, it’s your turn in initiative. What do you do.
PLAYER: I take a 5 ft step, I’m now flanking the bugbear with Tom, and so I make both my attacks with +2. I have +12 and +7 on my attacks (rolls dice 11 and 19); attacking with my longsword +1. I hit AC 23 with the first attack and 26 with the second.
DM: you hit the bugbear both times. Roll damage.
PLAYER: Uh….I have +1 from the sword and +3 from my strength, I rolled a 5 and 2 on my dice so that’s 9 and 6 damage for 15.
DM: you slay the bugbear with your second swing.


Here’s another
DM: Only one guard at the end of the bridge stands between you and the lever that must be pulled to open the gate and allow your companions to enter the stronghold. The guard looks heavily armed and armored. His stance and grizzled look is telling that he is no rookie to combat.
PLAYER (Rogue): Hmm I can’t risk attacking him and not killing him fast enough before he sends out an alarm. I will sneak down the embankment under the cover of the bushes to look under the bridge for a more stealthy way across. Does the bridge have crossbeams or anything. Do they look sturdy?
DM: Yes there are beams; give me a Knowledge Engineering roll to see if you think it’s safe to use them.
PLAYER: I’m a rogue – not a bard. I don’t have that skill.
DM: As far as you know – it’s safe, then.
PLAYER: I’ll use the underbeams and stealthily crawl up under the bridge, past the guard and to the other side then will try to get up the other embankment.
DM: Okay you’ll need a Stealth check and a Climb check DC 15.
PLAYER: I rolled a 17 for my climb – no problemo! AH crap I rolled a 1 on my Stealth Check.
DM: You make it across, but you rattle the beam, and the guard hears you and starts shouting.

[all the preps for nothing due to a bad dice roll – even though the player was fully “roleplaying” his part.]

TOR Examples
LM: The goblins are making a mad charge, trying to overwhelm you with numbers, trying to surround you. You stand in the middle of the forest in a small clearing. Their snarls are the only things you hear as your heart pounds in your chest. Roll your Battle skill checks

[Dice rolled; stances chosen]
Bill in Forward Stance: My elf hero Kaerthoryn wielding a yew spear of elven wood once prominently used in the battle of five armies begs to taste goblin blood once more. I charge at the wave of goblins crying out an elven curse directed at them.
[ROLLS DICE]
LM: You need to hit TN: 9.
BILL: [got an 8 – spending a battle point]: Kaerthoryn rushes past his comrades ducks under a branch and aims his spear for the first unlucky goblin, the goblin thinking himself clever to bring up his weapon to block me but my Battle skill pays off, I strategically use a fallen log and spring atop it using the momentum from leaping off the log, at the goblin my spear easily pushes past his weak parry and I drive it home, my spear spilling goblin blood once again!
TOM from Defensive: Seeing the large number of goblins, Skaldir my dwarf, puts his shield in front of himself to ready for the assault. I back up slightly looking for an incline to defend from, making sure to keep the goblins off of Rick (the archer in rearward)
AFTER GOBLIN rolls, LM scores an edge rating and a protection roll by the hobbit narrowly fails. The player however states:
RICK: Due to the luck of battle, Dornwise ducks behind a particularly large tree that I strategically placed at my flank and use it to help deflect the goblin blow (Battle dice assists success with the Protection Test Roll).


ON THE BRIDGE:
LM: Only one guard at the end of the bridge stands between you and the lever that must be pulled to open the gate and allow your companions to enter the stronghold. The guard looks heavily armed and armored. His stance and grizzled look is telling that he is no rookie to combat.
PLAYER: Hmm I can’t risk attacking him and not killing him fast enough before he sends out an alarm. I will sneak down the embankment under the cover of the bushes to look under the bridge for a more stealthy way across. Does the bridge have crossbeams or anything. Do they look sturdy?
LM: The bridge has seen an age or more, but it was built by the dwarves of Erebor when they renown for being the greatest of craftsmen in Middle-earth. You have no doubt that the bridge will stand for another age if not deliberately destroyed. We’re going to work this as a skill test. You will need 5 successes before you can safely and successfully cross the bridge undetected; at least 2 for athletics, and at least 2 for stealth. Three failures however mean you cannot manage it.
PLAYER: I am a hobbit of the Shire, inspired by the tales of Bilbo Baggins himself. He could pass by a sleeping dragon undetected. Like him I am “stealthy” even compared to most hobbits. A lone guard who hears only the running water beneath the bridge cannot hear one as stealthy as I. (invoking a Stealthy trait – auto success 1).
[Player rolls two more Stealth checks – failing one, and succeeding at the other]
LM: Half way across, your foot pushes against a creaking beam, it begins to creak out a telltale sign that there may be something amiss.
PLAYER: I spend a Hope Point – The thoughts of my companions comes to my mind as I contemplate the risk of failing. I cannot leave them vulnerable to capture. Inspired by my journeys with my Woodman companion, I immediately mimic the sound of a bird blending in the sound of the creaking beam. (added Attribute bonus from hope succeeds)
LM: As the fates would have it, a nearby loon hears your call, and joins the song flying nearby, easily masking the sound. You believe the guard is unsuspicious at this point, but perhaps a bit annoyed by the bird. (pointing to the last dice roll) You manage to remain quiet, even taking into consideration to not allow your shadow to be seen.

PLAYER: Now for the Athletics. Tests. Oh no, an EYE! (second roll) YES! A Greater Success!
LM: You are nearly there, the end is in sight. You reach for crossbeam and fail to notice how slippery it was. Your grip loosens, and you nearly tumble to a watery death. You catch yourself, hold your breath, fearing you were heard. (Points to the EYE). You manage to right yourself, but your pouch of Longbottom Leaf has dislodges itself from you pocket you feel it slipping.

PLAYER: Perhaps a lesser hobbit – not there are such things as lesser hobbits just hobbits not nearly as more as myself, would perhaps have not the knowledge or wherewithal to protect such prescious cargo such as the greatest pipe weed in the four farthings, but I do not merely smoke pipeweed, I am an expert at it really (referring to the Smoking trait). I am always sure to sew the string of the pouch into the inner linings of my waistcoat, and though it is dislodged, it cannot fall.
{the other players all nod and smile and cheer agreeably – obviously entertained by his cleverly roleplayed trait}
LM: Well done, master hobbit. You silently thank your uncle who taught you the finer arts of smoking as you remember your sacred leaf is safe for now. (pointing to the greater success – still needing two Athletics tests to make it). Spurred on by a bit of adrenaline for your near-catastrophe and confidence that it did not best you, you swing yourself over arm to arm, latch on to a vine, and close the remaining distance to the shore, leaving the guard behind in ignorant bliss to your progress. You reach the other side and easily scale the bank to safe ground hiding among the bushes. You earn an Advancement Point for that great success.
PLAYER: I pat my pocket of pipeweed, exhale a sigh of relief and smile, “We will reacquaint soon, my friend. But first, I must finish what I came to do. I cannot wait to tell this story to Bilbo!” Thinking back on my earlier near catastrophic failure, I realize now what I did so wrong – I purposefully gripped the slippery beam without first trying to remove the moss. As a GARDENER (pointing to traits), I know a thing or two about such things, and will never make that mistake again!

LM: Well said, you’re invoking of a trait on that failure earns you an Advancement Point.


So you see, the biggest difference is describing, narrating the successes/failures AFTER getting the dice determined, and adjusting for “strategies” used via the roleplaying that is done – describing expenditures of hope, of battle success dice, of traits. Entire “combats” or encounter adjudication and success can be done via a few skill rolls (or use of traits) instead of “playing them out”. D&D would play them out in an hour long combat of miniature use and combat and tactics of steps, attacks, counter attacks, attacks of opportunity, flanks, trips, flat-footed etc and in the end, the result is – the heroes move on. In TOR, use some creative use of skills, narrate them, describe them, think outside the box, use them cleverly along with the traits, and overcome a would be encounter – not with battle, but with finesse, stealth, misdirection, etc. Use up 5-10 minutes discussing that, and move on, vs the 1 hour the combat would take in D&D and move on to the next important part of the story or journey. Furthermore, without a plethora of Cure Light Wounds spells, potions, wands, scrolls, channeling energy, and lay on hands, wounds are easily quite cumbersome in TOR and healing and weariness quite the ordeal and not easily overcome. Many would-be combats should be dealt with guile, not swords. THERE in lies the strategy of the game. THERE in lies the brilliance of the rules. THERE in lies the fun and collaborative teamplay of the game and THERE in lies the roleplaying – playing the part, and playing it well.

Hope this helps. Would be happy to discuss further if you need to.
Robert
Last edited by SirKicley on Tue Jan 21, 2014 11:27 pm, edited 2 times in total.

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Mim
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Re: Help me out to figure if One Ring is a game for us

Post by Mim » Tue Jan 21, 2014 11:00 pm

Just want to add that I enjoy reading your descriptions of your battles Robert.

I recall your mentioning a while back how much you & your players enjoy your games, & your new post confirms it :)

SirKicley
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Re: Help me out to figure if One Ring is a game for us

Post by SirKicley » Tue Jan 21, 2014 11:41 pm

Beran wrote:How is the combat system in TOR any "thinner' then any other RPG (not associated with an existing wargame) out there?
D&D for the past 15 years has become nearly a "wargame" of miniatures when it comes to combat, and is SIGNIFICANTLY more complex and crunchier than TORs combat. It's thicker and more cumbersome and more complicated.

That being said - this is precisely the kind of fun many strategy minded players enjoy. Whether it's MMOs Raiding, Magic the Gathering strategy decks, wargames, or miniatures games, D&D now does play out and cater to many players who enjoy these. D&D combat rules include movement on a grid, modifiers based on location, proximity, possible "cover" from others or objects, etc etc etc.

One CAN play it more loose-based. You CAN play it more abstract in your head, but it is the exception now, not the rule.

TOR by contrast is far less cumbersome, more streamlined, much is abstracted and expected to be narrated for flavorful fluff to explain the use of things such as Hope or Battle success dice, and stances, etc. Harder for some to do it (especially at first) if you're not accustomed to having a clear set of parameters and exact numbers to work with. Personally I'd rather spend more time roleplaying in character, advancing a story, and interacting with interesting NPCs than spending an hour fighting a couple ogres with precise strategy. But I know my preferences are not necessarily that of all gamers - hence why wargames and miniature use are so popular.

Robert

SirKicley
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Re: Help me out to figure if One Ring is a game for us

Post by SirKicley » Tue Jan 21, 2014 11:46 pm

Mim wrote:Just want to add that I enjoy reading your descriptions of your battles Robert.

I recall your mentioning a while back how much you & your players enjoy your games, & your new post confirms it :)

Thank you, Mim. I just wish I could play it more often. I only get to run it once every 4-8 weeks, what with so many of our group of players heavily involved and loving Pathfinder. I enjoy it too, but no more than TOR. I play Pathfinder nearly every week, though; involved as a player-character in two ongoing epic campaigns that we play on alternating Fridays. At least in the interim I have LOTRO to enjoy some Middle-earth with.

Robert

theMoon
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Re: Help me out to figure if One Ring is a game for us

Post by theMoon » Tue Jan 21, 2014 11:46 pm

As far as filmed examples of play go: https://www.youtube.com/watch?v=BKVBBEKzDUg

I watch these guys every now and then and think they do a very fine job of playing the game. They role play and act out their characters a little more than my group does but the LM is an excellent story teller and everyone seems to be having fun. This was very helpful for me as an LM to get acquainted with the gist, feel, and pace of a play session.

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ThrorII
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Re: Help me out to figure if One Ring is a game for us

Post by ThrorII » Wed Jan 22, 2014 3:07 am

Mordjinn & Aiwendel:

I have to second & third your posts. I love the production value and 'Tolkien-ness' of TOR. I LM'd my group through 5 sessions, and decided that it wasn't for us. Now, we are 6 guys, with rpg experience between 3 and 30 years. We've played straight D&D type games, as well as more 'cinematic' or 'story teller' games (FATE-types).

My group loved the setting, loved the themes, but absolutely hated the mechanics. In their (and my) opinion, the game doesn't know if it wants to be a story-teller rpg or a boardgame. The game is written to imply story-teller/collaborative creation type, but in practice the mechanics often horribly stifle that.

Encounters are a perfect example: Company wants to accomplish A or B. They must roll X+ number of successes while 'roleplaying' the interaction to succeed. Regardless of their roleplaying involvement, if the dice say they fail, they fail. How is that 'story-teller'? TOR would have been better off to just minimalize the Encounter mechanics. The reality is that how much the players try to be in character or try to 'collaborate', it is the dice that dictate outcomes.

Journeys
are another one. Asking players to roll over and over, just to travel across country is monotonous and not fun. The theory is good and thematic--travel is arduous. The implementation is poor. Hazards, while a great concept, are relegated to the whims of the dice instead of LM fiat or 'hazard points' created by the LM.

Combat worked out ok, but is VERY abstract (again, within a boardgame framework), and was hard for my players to picture. The concept of Battle rolls and success die are innovative, but wonky in actual play (if you get your battle roll, you might get that bonus when using your bow from the 2nd floor of the tower, but if you blow that roll, being on the 2nd floor does no good).

Standards of Living is a good concept, but frankly, True20's Wealth check does it better.

In the end, we had to ditch TOR, much to my dismay. My players want me to convert the campaign to something that works better for us. I am trying to work out a conversion using both MicroLite20 and True20, and see how they fly. My goal is to run TOR using a system that works for us.

Sir Kicley:
I agree that you example of 'acting out the dice' is probably the best way the game works. Unfortunately, it is not how we play. I do want to take a bit of issue with the D&D number crunch play example vs. the TOR flowery play example. My players will play D&D or anything else 'in character' and 'flowery'. Either game can be played either way, honestly. We generally view rpg's as escapism, not exercises in accounting.

Beran
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Re: Help me out to figure if One Ring is a game for us

Post by Beran » Wed Jan 22, 2014 3:56 am

"D&D for the past 15 years has become nearly a "wargame" of miniatures when it comes to combat..."

Exactly, D&D has become a very restrictive wargame...why I don't play the newer rules. TOR is a storytelling rpg, not a miniatures sales driven wargame.

windsurfjunkie
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Re: Help me out to figure if One Ring is a game for us

Post by windsurfjunkie » Wed Jan 22, 2014 4:19 am

ThrorII said:
"Encounters are a perfect example: Company wants to accomplish A or B. They must roll X+ number of successes while 'roleplaying' the interaction to succeed. Regardless of their roleplaying involvement, if the dice say they fail, they fail. How is that 'story-teller'? TOR would have been better off to just minimalize the Encounter mechanics. The reality is that how much the players try to be in character or try to 'collaborate', it is the dice that dictate outcomes."
This is where the Loremaster needs to add bonuses to the dice rolls for great roleplaying, like +1 to +3 added on to their skill roll depending on their "roleplay". This definitely includes their roleplaying involvement and being part of a live story.
Overall, for decades, I have played the type of strategic miniatures games described in this post, and I have to say, it is very hard for a gaming group so inclined, to step into the very different mindset of the TOR style. TOR is much more conducive to immersion roleplaying, and I have added my own tweeks in this forum in a previous thread regarding my own immersionist house rules. For me, this is the best game out there for both Tolkien fans and for those into immersionist-style play.
cheers

Mordjinn
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Re: Help me out to figure if One Ring is a game for us

Post by Mordjinn » Wed Jan 22, 2014 10:33 am

What an excellent discussion. Thank you so much for participating. This thread has been an eye opener in many ways and I find both pro-TOR and anti-TOR comments and examples very helpful in order to figure out if the game is for us.

We discussed about the game yesterday. One player of our group said that he gets more satisfaction from a system where he states his intent and then through the dice roll sees if it worked out. The "backwards way" of TOR (roll first, tell the story later) feels, according to him, like an empty bit of a story. Told because you "have to". If there would be less dice rolls involved it might work, but at least now when we're not fluid with the system or comfortable with the players telling bits of story here and there it slows down the game and at worst becomes monotonous.

D&D can be played and enjoyed even by a bit more quiet player, where I think TOR needs a group where each and every player actively wants to tell the story and be involved.

ThrorII:
Our groups seem to have very similar idea about TOR. The combat system is ok and the travel system can be lived with. But the encounter system feels just horrible. If we give TOR a second chance (I hope we do), then I will tweak the system to involve much less dice rolling. Or is the idea that even in the encounters the player gets to narrate the successful roll? Do the players know how many successes they need to "complete" the encounter?

GM: You need two successes to get past the guard. TN is 10.
[ROLLS DICE]
PLAYER: Ok first success. In character: I am Tharn also known as the bitter a Dwarf of the Lonely Mountain. These are my friends. The town guard captain seems to be impressed by us.
GM: (acts impressed) Greetings master Dwarf, welcome to our humble town.
[ROLLS DICE]
PLAYER: Second success. I've heard that you've had some trouble with orcs. We are here to help. Seeing our weapons and armor the guard nods happily. Now take us to your leader...
GM: Follow me masters, we are grateful for your help...

Or does the GM tell the players the reactions of the NPC's? The main problem is to know how much interaction and speaking goes on before another roll is made. At least in our game we ended up in a situation where the players already had all the info, but still needed two more successes in order to get the maximum benefit out of the encounter. This made the whole encounter feel very gamey and artificial instead of supporting the in character roleplay.

Question1: Has anyone tweaked the encounter system to be more fluid?

Question2: I've read the "Reeking River" -thread and it is a good read. But is there any videos where I could see the game in action?

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