Re: Help me out to figure if One Ring is a game for us
Posted: Mon Jan 27, 2014 8:16 pm
Well, it's true that there is a a sort of presumption that most of those people who buy the game are already well adversed in roleplaying games that mirror this type of mood, or have experienced it, or at the very least has one or two gamers who are familiar and comfortable with it. Just like a manual you buy for your Ford Mustang has certain assumptions that an owner of said car, already knows how to drive.Mordjinn wrote: Reviewing the rulebooks and Tales from Wilderland I understood one reason for me not getting a real good grasp of the system combined with storytelling. The rulebook doesn't really give you good written examples with engaging storytelling. For example in combat example of Loremaster's book p.50 reads:
The game is a 'rule book' to play the game. For tutorials of how to play roleplaying games, there are forums like this, and books and other sites that have all sorts of tutorials, and teachings for how to play interactive games like this.
The important and good thing is though that you and your group are not deterred despite the slow-start, and want to learn to enjoy it. It only gets better from here; and in the end, you'll have a new perspective and respect for less crunchy roleplaying games to get more from less, and you can carry that skill over to all sorts of other genres and games that follow a similar design.
Honestly, one of the (hardest) best things you can do for yourself and your game (if you are LM) is learn the source material. I'm talking about reading the books on Tolkien's world. I was a fan of the main books, but was not a scholar at all on anything of the world past the LOTR and Hobbit. But I started reading websites wikis, and stuff on webrings on Middle-earth, and have significantly improved our gaming experience by being better able to draw inspiration from what I know of the world.If anyone has ideas/recommendations how to make the rest of the Don't leave the Path more exciting they would be highly appreciated. I think if I can make this scenario really take off we will continue happily and get a chance to experience TOR in all its glory.
A few other big tips I have for you
1) during the "cut-scenes" that I described to you (when making the Travel checks), I used that time to speak the heroes as the father and son due - each time, allowing the heroes to learn more about them. This creates a stronger bond, and the players gain a vested interest in their survival beyond the scope of just "this is the quest were suppose to be on". It also makes for a greater impact later when it's so obvious that they only have each other, and the father loses all memory of his son, and son resents him for it later.
2) I always manage to throw a few plot hooks for future adventure ideas. Every Journey they are on, they learn at least 3 other things that may make the heroes want to learn/know more about something. It could be something they find, a set of ruins, a rumor, a song, riddle, a bizarre plant/creature that is not indigenous, or an NPC that they meet that asks them to "visit him next time they're in Dale." I allow the players to figure out what is important to them to follow up on and that drives the next plot/adventure. Again, having a great knowledge of the source material helps. When reading the web right (Tolkien Gateway is one of my favorite websites) i just pick a random thing to read about and then click on the links to read more and more about something and I find all sorts of things to add into the game.
3) Drop foreshadowing for future TfW adventures. During the fighting with the spiders, I had a group of elves who are part of Legolas scouting party, show up to help the heroes. They had the noldor elf gal from the next adventure with them. Later when on that adventure (can't remember the title of the adventure at the moment) they'll see the same elves and Legolas will finally meet them, and ask their help.
4) Someone on here once suggested asking questions of the player characters, that help link the characters to the storyline. I wish I could find that link. Anyways, if there's a hobbit in the group - ask them about Dindy - "There is a Hobbit named Dindy you remember from the Shire. He had a dream of travelling one day. What was your relationship with Dindy like and why?" Later they meet Dindy. These really attach the heroes to the story. Perhaps you can ask one of the characters how they were personally affected by Lake-town's destruction by Smaug (like the father/son were in the story). Then during one of the cut-scenes, there can be conversation that realizes that they have such similar backgrounds.
Robert
3)