I'm A Banana
Potassium-Rich
Got my loremaster's PDF today, and so I figured it'd be a good opportunity to talk about all the cool ideas from the game - from either of the books!
No Long Rests in the Wilderness
AiME basically says you need three things for a long rest: safety from threat of an attack (so no long rest in an area with monsters where you need to post guards), comfort (so no long rest in a dank dungeon), and tranquility (an air of peace). A fourth requirement is that you can't long rest while on a journey. They point out that places to take a long rest might include an Elf camp in Mirkwood, a Dwarven hall, and, more interestingly, a place in the wilderness like an old Elf ruin or a nice campsite next to a bright river.
I love the focus on morale this provides, and how it explicitly links taking a long rest to being somewhere pleasant.
Rewarding Inspiration for Friendship and Beauty
AiME mentions that in addition to roleplaying, Inspiration can be granted by friendly NPC's with a pep talk and can even be received from witnessing a beautiful sunrise or a breathtaking view. That's a pretty cool use of it!
Roleplaying advice for "generic" NPC's
This is great. The "Expectations" for NPC's are three little bullet-points summarizing triggers for +1/+2/-1/-2 to role-playing roles. Really neat.
Simple Scenery for TotM combats
I've been using an "informal" version of this for a while, so it's nice to have it codified and presented in a useful list like this! Bushes, thickets, low walls, etc. all have a role to play even if they're not on the battlemap.
The Followship Phase & Sanctuaries
The pacing of AiME is one of it's most awesome qualities, and the Fellowship Phase flows directly into that, giving you a game mechanic to evoke that feeling of resting, forging alliances, and training that so often gets pushed to the background in D&D. Sanctuaries are really evocative of making somewhere your home, at least for some time, and can give the sense of real familiarity with the locations in the world.
No Long Rests in the Wilderness
AiME basically says you need three things for a long rest: safety from threat of an attack (so no long rest in an area with monsters where you need to post guards), comfort (so no long rest in a dank dungeon), and tranquility (an air of peace). A fourth requirement is that you can't long rest while on a journey. They point out that places to take a long rest might include an Elf camp in Mirkwood, a Dwarven hall, and, more interestingly, a place in the wilderness like an old Elf ruin or a nice campsite next to a bright river.
I love the focus on morale this provides, and how it explicitly links taking a long rest to being somewhere pleasant.
Rewarding Inspiration for Friendship and Beauty
AiME mentions that in addition to roleplaying, Inspiration can be granted by friendly NPC's with a pep talk and can even be received from witnessing a beautiful sunrise or a breathtaking view. That's a pretty cool use of it!
Roleplaying advice for "generic" NPC's
This is great. The "Expectations" for NPC's are three little bullet-points summarizing triggers for +1/+2/-1/-2 to role-playing roles. Really neat.
Simple Scenery for TotM combats
I've been using an "informal" version of this for a while, so it's nice to have it codified and presented in a useful list like this! Bushes, thickets, low walls, etc. all have a role to play even if they're not on the battlemap.
The Followship Phase & Sanctuaries
The pacing of AiME is one of it's most awesome qualities, and the Fellowship Phase flows directly into that, giving you a game mechanic to evoke that feeling of resting, forging alliances, and training that so often gets pushed to the background in D&D. Sanctuaries are really evocative of making somewhere your home, at least for some time, and can give the sense of real familiarity with the locations in the world.
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