Mordjinn wrote:Journeys: When we played the intro scenario from the Loremaster's book I felt the journey to be lots of dice rolling that in the end didn't really support the story. Maybe it was bad preparation from my part, but the hazard presented in the book didn't really feel to be suitable for the situation. Our group doesn't like rolling a lot of dice so what I'm looking for is making less rolls in a way that they don't interrupt the story. Also if the players need to roll while travelling I would like to find a way how to get to do this without saying "Make a travel roll". And how do you incorporate player storytelling to the journeys?
Sir Kicley has provided some great advice above regarding journeys and if you check out my additional rules supplement there are various chapters there which may help you out. If you find that there is too much dice rolling in the game then Francesco, the designer of TOR, has produced some revised journey rules (where there are less rolls but journeys are far less taxing) that can be used instead of those within the book and the ones in my additional rules pdf are also another option.
Whatever option of rules you go with, the main elements I'd adopt to Journeys are as follows:
1) Break the journey up into distinct legs which will therefore mean that the number of rolls can be grouped up far easier.
2) Apply fatigue as it's accrued, and not at the end of the journey (as per the RAW). I found this provided much needed feedback for my players as to how their characters were experiencing the journey and allowed them to narrate and RP their characters far easier.
3) As previously discussed, use the idea of Hazards and make them an active part of your game rather than waiting to use them only when an Eye of Sauron is rolled on your feat die. By adding hazards as and when you, the LM, feel it's appropriate means you can naturally provide breaks between the journey rolls that your players are making. Again, there are loads of hazards to use in my Additional Rules pdf. In other words you get narrative control of Hazards rather than relying on random dice results.
4) Perhaps most importantly, if at all possible, make the journey a part of the adventure not just as a means of getting from A to B. A current adventure I'm running relates to the characters, along with a company of Dwarves, returning to the site of the Marsh Bell in order to explore it further. During the journey the PCs are roleplaying and building up relationships with the Dwarves (ie, mini-Encounters with them), building up an understanding of the folklore of the sunken city and the Long Marshes in general, and also discussing possible tactics, etc. This makes the journey and its rules pass quicker, even though more time is spent on it; if you take my meaning.
Players can narrate and describe their actions throughout all the above. But, you know, they don't have to. It's okay for an LM to ask for Travel roles explaining why - ie, arduous terrain, tired limbs, etc. It's not a problem to be 'traditional' and let the LM push the game and maintain narrative authority of it. In fact, you know, I prefer that actually.
Mordjinn wrote:The abstract combat is tricky, because in order to know what is possible you need to know exactly how the surroundings are, where the others are related to you etc. How do you describe the scene before the battle starts and how do you make sure everybody knows if they can interact with something.
Just like you would with any other game! For instance:
1) Just because there aren't specific rules for movement, you have a good idea how far a person can run. Allow a PC to do it. If they are pushing it, then they're going to need to roll on their Athletics. Apply a ruling and then stick to it in the future so you're consistent.
2) Positions on the battlefield change all the time. If you describe the surroundings where the battle is taking place then players will naturally interact or use those surrounding in the battle, or if they don't their opponents will!
3) If your players are struggling with options then remind them what their options could be. Not all the time, but do it the first few times and your players will then pick up on the habit of exploring and asking about what possibilities exist. Design battles that are interesting - that take place in different types of locations, that have different objectives (eg, stand ground, fighting withdrawal, protect a merchant, etc). One thing I do all the time is that for PCs with Battle of 3+ I'm always providing them with additional options during combat - using the logic that their characters see opportunities to exploit that the player wouldn't.
4) Allow your player to be creative with their bonus Battle dice - helping out another character by protecting his back, narrating that they are forcing the battle and providing a distraction for the other player, etc.
Mordjinn wrote:How much story are the players expected to tell with every blow/dice roll and are they allowed to come up with helpful things such as big stones to stand on to gain +2/-2 to the target number?
As much as they're comfortable with. And yes, if the LM had described the landscape as rocky then I'd love to see a player using that to gain an advantage. As per the Complications table, this is available to anyone not just those with bonus Battle dice.
Mordjinn wrote:Do the players also tell the story when they miss a swing? My worry is that in long battles (which the system can boil down to) the players get weary of telling how their amazing swing cuts off another orc head. How do you make things interesting?
Like any other game. We don't always narrate every blow, just those that are particularly interesting or narratively important. You just have to use your own judgement on this one and different players will have different points when they become tired of narrating every blow. It doesn't matter if you don't narrate everything though - no need to worry if you gloss over a few deaths of lesser goblins and the like, particularly if your heroes have slain many in the past!
Mordjinn wrote:With encounters your previous example was golden, but it still seems to me that I really need to make a in depth chart of the encounter that shows how much to reveal and how to change my tone of voice and attitude with successes/failures. It is very hard to "wing" an encounter in TOR.
It is hard, yes; the Encounter Rules are not to be used all the time. I see these rules as being used at key points in an adventure - Sir Kicley gives some great examples above and previously you've naturally used your RP experience to know when they should be applied - ie, not using them for the guard.
Mordjinn wrote:We also found that trait invoking created unwanted and awkward funny moments, when the character always pushed to invoke the trait even if it didn't really fit the current moment. For example we have a Dwarf who is both Vengeful and Wrathful, in other words a very pleasant chap. So the player constantly has to play the character as being angry or getting angry or doing something in anger. Since we tend to be quite exploitative when it comes to rules systems I'm thinking of changing the advancement system to reward good roleplaying/storytelling rather than invoking the trait all the time. Do you have any thoughts on this?
I have a Guide to Trait Usage document that, like the Additional Rules pdf, can be found in my signature link. This should hopefully help you. If you have questions after reading that then just ask away... Others will give advice as well as me.
Mordjinn wrote:All in all I feel that when played "by the rules" TOR has quite a lot of dice rolling to be a storytelling game. Since we're not comfortable with the system the rolls interrupt the game awkwardly. The learning curve for TOR is quite steep and it is hard to figure out how much storytelling and how much mechanics are involved. How would you explain the mechanics and meaning of Journey, Encounters and Combat to new TOR players coming from D&D?
Cripes, that's a tough question and I'm not sure I'm clear headed enough to answer it at the moment... I'll turn on the Sir Kicley / James R Brown 'bat signal' for aid on this one!
Mordjinn wrote:Finally is there any ready made adventure that you can recommend for our next session? I felt that the introductionary scenario in the Loremaster's book was very lacking, didn't offer interesting NPC's, interesting tactical fights and it left a newbie Loremaster pretty much in the dark in many ways (which is one of the reason for this thread).
I wrote an adventure to be used instead of the Marsh Bell; To Journey's End and the Eagles' Eyrie. Again, you can find it in my signature link. It has a very long journey in it though - all the way across Mirkwood and beyond, but see what you think. I'm sure other posters will recommend other adventures. For instance, Don't Leave the Path is a perfectly serviceable starting adventure which may be more to your liking.
Mordjinn wrote:Whoa, I had many more questions I even thought I had. Thanks for each and every participant for your advice, discussion and opinions. I can't believe how much time and effort you're using to help us out. I really appreciate it.
It's a pleasure and no problem. We have a great community here; occasionally it gets a bit heated but nothing like other RPG sites I've frequented. Don't be afraid to ask questions at all - everyone is here to help each other and enjoy TOR. Hopefully you will too.
Is this working things through for you? Can you see a light at the end of the (goblin) tunnel and I've not rambled too much?