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What is missing from Valor and Wisdom? Stories.

Posted: Fri Feb 07, 2014 7:12 pm
by doctheweasel
I'm putting things together to run The One Ring again, and I started thinking that the thing that is missing from the Valor and Wisdom stats are the stories that earned the character those ratings.

As it stands now, I think most people see them as either mere hard numbers behind courage and wisdom, or as the vehicle to get special abilities and items. There is a bit of a disconnect when it comes to Encounters and using the two stats as reputation. It's come up enough that we've seen here on the boards some house-rules that split the two functions up.

I think the way to better reconcile the two functions – both actual and perceived courage/wisdom – is to require a story for each advance.

It would start at character creation. If you take a 2 in Valor, then what did you do that demonstrates that stat? Did you hold off three orcs at a farmstead, giving the family a chance to escape? Did you defeat a great spider single handedly? Maybe some great action distinguished you during the Battle of Five Armies.

If you started with a 2 in Wisdom, then it should be a story of how your character is clever or showed great forethought. Maybe they were able to talk down two violent parties and help them peaceably reach a compromise.

For this first story, it should also demonstrate one of the character's traits. Are you Stubborn or Clever? Let the story prove it! Make it the reason you succeeded.

As the game starts, each player has to tell the group that story. You don't start as just a Woodman; you are the Woodman that held the mountain pass for two days while waiting for reinforcements.

As the game progresses, if you want to raise your Valor or Wisdom, you have to supply a story from gameplay that shows your wisdom or valor. It should be either:

1. A notable accomplishment that the party agrees is worthy
β€”orβ€”
2. Demonstrate an existing Trait

During play, when a player uses their Valor or Wisdom in an Encounter, or when they are to receive a Reward, then these stories can be invoked by the player or the NPC. "I have heard of you, and how you held the pass for four whole days." "It was merely two, Sir."

Perhaps titles and nicknames could follow. "Spider-killer", "Barrel-Rider", etc.

I think this would go a long way to make the mechanic really feel like it should work the way that the rules say it does, as well as make some great roleplaying material.

What say you all?

Re: What is missing from Valor and Wisdom? Stories.

Posted: Fri Feb 07, 2014 7:36 pm
by Curulon
The story, I think, is entirely up to the player of that character.

Re: What is missing from Valor and Wisdom? Stories.

Posted: Fri Feb 07, 2014 8:05 pm
by doctheweasel
Curulon wrote:The story, I think, is entirely up to the player of that character.
Yes, that is the intent here.

Re: What is missing from Valor and Wisdom? Stories.

Posted: Fri Feb 07, 2014 8:23 pm
by Corvo
Nice, I really like it.
Since some of my players are somewhat reluctant to harp about their exploit -and since most are around Valour/Wisdom 3- I think that I'll start writing their stories for them, on their character sheet.

Some of them wouldn't agree with my choices, and this will incentive them to come up with their own stories (and change the ones I wrote).

Re: What is missing from Valor and Wisdom? Stories.

Posted: Sat Feb 08, 2014 6:50 am
by Rubycon
You are definitely right. TOR is such a storytelling-focused Game that it makes only sense to link valour or Wisconsin stats to certain events in a campaign. However, it should be up to the players to elaborate these events with as much detail as they feel appropriate. You don't need a while short Story over 7 pages, sometimes about 10 lines are enough. So, while one can encourage players to write something rich and colourful for their events, don't blame players who are not feeling comfortable as an author...

Re: What is missing from Valor and Wisdom? Stories.

Posted: Sat Feb 08, 2014 12:48 pm
by Etarnon
I figure you are already getting XP for surviving. The story is those incidents that happened during the previous sessions..held off 3 giant spiders, saving that one hobbit trapped in the web. Held off an army of 1000 orcs with 250 dwarves beside you, taking 30% casualties in the process.

These guys are doing things daily that in a medieval or dark ages setting equivalent, would be modern day special ops.

Know what I did today? Typed up macros and handouts and characters and linked them from 10 AM to 8 AM next day, and within that time, explained RRoll20, and one ring to a group of 6 guys, then ran a 2 hour prequel adventure.

Maybe 1 AP for craft, no XP.

But for anyone that wants or needs to explain it out, I don't think it's a bad idea. I count the 10 starter character XP as "What you did last year, but no need to explain it."

Re: What is missing from Valor and Wisdom? Stories.

Posted: Sat Feb 08, 2014 7:33 pm
by Mim
Doc the Weasel: This is a great idea & I like & intend to use it. This is exactly the sort of thing that will raise your (or for any of us) game above the norm. Middle-earth almost demands this type of creativity.

Etarnon: You're correct, & this is how I'll do it if possible. I've always run one-on-one adventures for beginning characters to introduce them to the game, & this fits perfectly with Doc's premise of how they gain these stats.