I'll just add that Sir Kicley/Robert, as always, provides some excellent and detailed examples of play!
ThrorII wrote: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).
There are 5 in my group and we have, collectively, over 100 years of RPing various different games - from high crunch like D&D4 to GM-fiat based (and diceless) like Amber. I've not really encountered the same problems you have with TOR which goes to show why multiple systems are out there on the market - some people just can't grok a system. I'm the same with D&D3/Pathfinder.
ThrorII wrote: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.
Like in all RPGs with any kind of social skills/mechanics, however small or significant, the Players and GM should define what's at stake, set out what they want to do, roll the dice, and then role-play the results. That's how RPGs work wholesale and in the best way; role-playing and then rolling the dice can lead to weird situations in any game where the player RPs the scene perfectly and then a goofy die roll causes him to fail. The alternative, in order to avoid this, is to award bonuses that guarantee success but then I'd argue why bother rolling the dice or if you only award a small bonus then the result could still be a failure which is also not addressing the issue. The way you, and others, are playing encounters causes no more issues than doing the same in any other game with any kind of social mechanics - be that a one off diplomacy or charisma roll or an extended mechanic like TOR. If that's not the case then you're going to have to describe how TOR differs.
ThrorII wrote: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.
I've not found this issue at all. It's been discussed at length that travel rolls should be sprinkled throughout a Journey as the characters travel and the LM and players narrate what takes place. Any significant journey from one point to another should also have interesting things that the LM wants to introduce in order drive the narrative but also to break up any kind of monotony. Granted inexperienced LMs may not realise that they can/should do this but I'm surprised that anyone with any experience in RPing/GMing is facing the same issues.
The bit regarding Hazards is what many would call a feature of the design but if it isn't to your taste then it's so easy to house rule away that it's hardly worth mentioning. Personally, I'm like you, I use Hazards to introduce interesting elements to a journey and don't rely on the players rolling an 'eye' in order for them to occur.
ThrorII wrote: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).
The rules are there to apply such a circumstance without the need of bonus Battle dice - page 48 of the LM book (Complications table).
ThrorII wrote:Standards of Living is a good concept, but frankly, True20's Wealth check does it better.
You'd have to provide more explanation on this as I really like the approach. I think it could be developed further but for my game no more detail has really been needed so I'm happy with the rules as they are.
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Firstly, and I've said it before, but I think a lot of the issue with TOR and understanding the rules and how they play is related to how they've been organised within the book - I'd wholeheartedly support a revised edition that just addressed this problem. The issue with that now would be the references in the other books and supplements to pages within the Loremaster and Adventurer books - so, it's realistically a no-go, unless you're happy to ignore all those references as the rules and content would need to be shifted around by quite a bit in my opinion.
Secondly, I do think TOR is written for an experienced RPer to run and play - or should I say, a more specific type of RPer. Many RPers require/expect rules for (almost) everything whereas others are okay running with a basic framework of rules that require further development by the GM in order to apply rulings as and when they occur within the game. It's the old "Rules vs Rulings", and the balance between the two, and RPGs have moved between these two design philosophies since they were first created. The challenge with TOR, in my opinion, is that it provides quite specific rules (Encounters - eg, structured) in some situations but then doesn't do the same in others (Combat - eg, little with regard to movement rules) so readers may be confused regarding what to expect and when they should step in with rulings (and therefore use their experience as role-players). If you don't have a lot of experience of this then it is an issue - and it's why forums like this exist to discuss it.
Beyond that, sometimes people just have to accept that if a system doesn't work for them but it does for others then they are the problem and should really go and play something else. I'm not trying to be dismissive of *anyone* saying this but rather helpful. I've wasted so much time trying to work with and understand various RPGs and then given up with them or not enjoyed them like others have - often its best to have a good understanding of what you want from a game and a system and accept that not all RPGs will deliver on your needs. Not saying this is necessarily the case here, at this moment in time, but it's good to know when to cut your losses and walk away from something.