What is missing from Valor and Wisdom? Stories.
Posted: Fri Feb 07, 2014 7:12 pm
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 β both actual and perceived courage/wisdom β 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
βorβ
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?
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 β both actual and perceived courage/wisdom β 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
βorβ
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?