We altered the Journey rolls as follows: instead of 4 TN14 Travel rolls, with each potentially giving you 1 Fatigue point, we changed to 1 TN14 Travel roll, giving you 4 Fatigue. If you got one Tengwar, you reduce your Fatigue points by one; if you get two Tenwar, you reduce your Fatigue by two.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?
The trick is to not have extended distances in each Travel roll. I suggest one Travel roll per Terrain Region on the Loremaster map. If you are journeying from Dale to Beorn's House, around northern Mirkwood, your players make a check in the Northern Dalelands, another in the Grey Mountain Narrows, one in the East Upper Vales, and a final one in the East Middle Vales. If you have encounters in any particular Terrain Region, then break the Travel checks in to pre-encounter and post encounter checks. As each Terrain Region is different in feel and appearance anyway, it gives you a chance to narrate the region to your players.