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Yora
2014-09-12, 01:17 PM
Does anyone have experience with this?

It's an italian Roleplaying Game (though published in English by a British company) obviously set in Middle-Earth. It has been around as a pdf releasr for some time, but also went into print just recently. So far, all the published material has been set in the Mirkwood region, including the Anduin vale and the Lonely Mountain, and takes place between The Hobbit and The Lord of the Rings. Probably a smart move with the LotR movies already being over 10 years old and the Hobbit movies currently being released. And it's also a setting that works particularly well for an RPG, as it is known that after the death of the dragon the old cities of the region were rebuild and prospered, but also had their own dealings with Saurons forces, which only get briefly mentioned in passing by the novels. That's an environment with a great demand for heroes.

The biggest problem with the game seems to be the rules themselves. Characters have lots of different stats (Body, Heart, Wits, Valor, Wisdom, Shadow, Standing, Endurance, Hope, Fellowship Points) that are really not that easy to figure out for new players, and to make things worth you need special dice, which often can be an instant-reason to dismiss a game entirely. You could play it with normal d6s and d12s, but have to remember that an 11 is critical failure and a 12 critical success. But why start out creating a game that does not use normal dice to begin with? Also, the adventures call for skill checks all the time, and most skills are social skills, which is an approach to games I really don't like. Also combat looks pretty complicated. Somehow the game looks to be both for narrative focused games and to be quite fiddly, which would be a bit like worst of both worlds.
But it looks just fantastic! The layout is great and they probably got the best artist for the pictures they could get, whose style of muted and faded colors and overall gloominess fits the setting perfectly.

The reason why I am interested in the game is really the setting material and adventures. Which I have to say are pretty expensive for pdfs of their size. But on the plus side, these don't waste any space on character options and special equipment, which so very much plague all D&D books and their spawns. Adventures are not stat blocks and dungeon maps, but almost entirely explainations and outlines who the NPCs are, what they want, and how they interact with the PCs. In a way, quite a lot is left to the Gamemaster. Descriptions of locations are brief and there are no lists of stuff that can be found. The idea is instead to provide an outline and understanding of the whole situation that enables the GM to improvise with ease as the game goes along. It's an approach I very much prefer to what is found in most published adventures. Very often I use adventures for other games than they were written for, and once you strip out all the rules and enemy stats, what you are left with is exactly the stuff that is provided by the TOR adventures.
I also really love the NPCs that are presented. In the D&D settings I've read, NPCs tend to be either some kings or archmages who the PCs never get to interact with, or tavern owners and gatekeepers, who are usually completey bland and forgetable. TOR focuses on the people the players will most likely interact with, like village leaders or the right hands of local rulers who deal with the dangers that PCs tend to get involved with. And fitting the middle-earth setting,these are not larger than life people, but still tend to be quite interesting ones.

Maybe I might give the system a try one day, but I really like to run a campaign using that setting, even with a different rules set.

Timeras
2014-09-12, 01:31 PM
I have only played two sessions of TOR so far, but I quite like the system. It is actually pretty simple. In my group I am the only one who has the rules, but we could play without problems. In our first session I gave the players characters I had generated, explained the basic mechanics and we played the sample adventure from the rulebook.

Hopeless
2014-09-13, 06:39 AM
Bought this couldn't get my head past the introduction it simply didn't encourage me to read further!

Finally, finally figured out how to create a character by which point I had given this to a friend who ran it...

Got the idea that each player runs a character who specialises in one or more skills but then ran into one heck of a plothole... survival when every other skill is based around one player being best at that, this one required every player character to be able to roll 19+ without rolling 11 (eye of saruman I believe with 12 being a Gandalf and an auto success more or less I think something similar for rolling a 6 which I think is a reroll but its been a while...) and in I ran a wilderness guy with a Survival skill of 2 with special abilities of being able to sing to heal the wounds of others boy did I spend a few too many hope and the fatigue problems because if you carry too much... and you really need to be wearing armour given how much combat we ran into...!

Only time I played it, I figure it would work better if they made Survival checks a group check with one rolling and the others doing an aid action for far less so if they fail that we know whose run into trouble not one check and everyone is stuffed because we running the game in the nastiest part of middle earth and we're nowhere near Mordor thank you very much!

Sorry I have heard they've done a new edition but don't know if they've corrected that problem if they consider it as such...

Yora
2014-09-13, 09:41 AM
I kind of like what they did with money. There isn't any.

Weapons and armor are free, you can have whatever you want right from the start. The only consideration is how much encumbrance you are willing to take (which affects how fast you tire out in combat). Whatever tools and equipment you might need for adventuring is all simply grouped under "equipment" which has an encumbrance rating of 1 for spring and summer gear, and of 2 for fall and winter gear.

How fancy your home is and how easily you can spend coin on feasts, luxury, small bribes, and other comforts is based on your background. If your character is from a rich background, he'll always be rich, no counting of coins in your purse or looking up prices for items. It's assumed the wealth comes from the characters family and family business. What the character does while traveling doesn't really impact on that.

Treasures are simply given as a unit of "1 treasure". Treasure is for big expanses that go beyond what would be handwaved for a character of your background. Characters from poorer backgrounds can live "good" for a month paying 1 treasure, or "rich" for a month paying 2 treasures. Since their background doesn't come with a steady flow of income, they might eventually run out.

An interesting idea is to make special weapons and armor part of your character advancement. You can spend your XP either on Wisdom, which gets you Virtues, which are basically feats; or on Valor, which entitles your character to get better gear, be it as gifts from patrons, rewards from greatful people you saved, or items taken from a defeated villain. In-story, it's explained as either getting a new item, or getting an existing item upgraded by a highly talented craftsman.

Treasure is basically pure flavor.

Timeras
2014-09-13, 11:26 AM
The Laketown sourcebook has an optional rule with prices for items and the amount of money a chracter should have based on his background, but I prefer not bothering with it.

I don't really like the rules for travelling, because having a skill that every single character needs just seems wrong to me.

My expierence with TOR is limited, because we use it only when one player can't make it and we can't play our regular campaign. So I can't say much about it.

this one required every player character to be able to roll 19+ without rolling 11

The Eye of Sauron is only bad if the check is not a success. Since the Eye is an 11, this doesn't happen too often.

Yora
2014-09-13, 12:51 PM
No, the eye is a 0. The gandalf-rune is auto-success.
Numbers are only from 1 to 10. There is no 11 or 12.

Timeras
2014-09-13, 01:50 PM
Yes, you are right. I misremembered that one. Not sure where I got that from. I think one of the adventures has a line like "If a player doesn't succed on this check and rolls the Eye...". And that probably confused me.

Elurindel
2014-09-17, 05:42 PM
I've played it, and found it to be a really good system for simple party adventuring in the old low-magic style. Quite fun, although I think the target numbers may be slightly high. Also, if you're going on the modular adventures, starting out with more Willpower is infinitely preferable to having some shiny weapon when those Shadow Points start rolling in.

CarpeGuitarrem
2014-09-17, 07:04 PM
The Eye of Sauron is only bad if the check is not a success. Since the Eye is an 11, this doesn't happen too often.
You may be thinking of the rules for using a d12 instead of the die that comes in the boxed set. You count an 11 as the Eye of Sauron and a 12 as the Gandalf Rune. It's not vice versa. :smallsmile:

JellyPooga
2014-09-21, 04:00 AM
I've been playing in a regular TOR game for almost a year now and I can quite honestly say that it has been one of the best roleplaying experiences of my roleplaying career. The rules complement the Middle Earth setting so elegantly and actively encourage you to play in a way that evokes the "feel" of the Lord of the Rings. From the dwindling Hope pool and rising Shadow of your character, risking a Bout of Madness, to the Fatigue vs. Wounded health mechanic and setting-appropriate skills like Song and Riddle, the system just works for me.

The biggest complaint I have about the game is that the rulebooks themselves are poorly laid-out and referencing or looking up rules is a nightmare. The rules aren't too complex; there's very little in the way of character-specific "special rules" to remember and there's a certain overlap in the way things work (e.g. Endurance vs. Fatigue works in exactly the same way as Hope vs. Shadow for determining the Weary and Miserable conditions). The elegance of the rules means that focusing on your character and his or her role within the story comes to the forefront more.

With the Traits and Specialities, your character can feel like the character you want to play. There's nothing worse, in my mind, than wanting to play a character that the game doesn't let you. For instance, if I want to play a sneaky elf, in d&d I can pump my Dex and stealth skills, but am still beholden to the whims of the dice. If I consistently roll low, then I'm not a sneaky elf, but a clumsy one! In TOR, I simply choose the "Elusive" trait, which I can invoke at any time to automatically pass a stealth check if I don't want to risk bad dice (or I can use it to gain extra "xp" if I do risk the dice). What I really like about Traits and Specialities is that they give a mechanical benefit for playing "in character", rather than virtually penalising you for doing so, as so many games seem to do.

CarpeGuitarrem
2014-09-21, 08:17 AM
The biggest complaint I have about the game is that the rulebooks themselves are poorly laid-out and referencing or looking up rules is a nightmare. The rules aren't too complex; there's very little in the way of character-specific "special rules" to remember and there's a certain overlap in the way things work (e.g. Endurance vs. Fatigue works in exactly the same way as Hope vs. Shadow for determining the Weary and Miserable conditions). The elegance of the rules means that focusing on your character and his or her role within the story comes to the forefront more.

By the by! You can pre-order a revised edition (http://www.cubicle7.co.uk/the-one-ring-roleplaying-game/) of the game that fixes the organization problems (and has a gorgeous layout to boot). The PDF is already on sale (http://rpg.drivethrustuff.com/product/131351/The-One-Ring-Roleplaying-Game). And then they released a PDF of errata (http://rpg.drivethrustuff.com/product/131582/The-One-Ring-Revised-Edition-Clarifications-and-Amendments) that brings the old book up to date.

Jigawatts
2014-09-24, 09:27 PM
My biggest complaint with The One Ring comes from the fact that many popular character archetypes just arent available. Rangers of the North, Knights of Gondor, Riders of Rohan, Elves of Rivendell, Elves of Lothlorien, none are available in the core rulebook. Though apparently a couple of those were released in the Rivendell sourcebook and the others might be included in later releases.

I guess I get why they did it, focusing on that super specific area set a few years after the Hobbit ends, but personally, I would prefer a core rulebook that gives me all the options, and then have the splatbooks focus on specific things.