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<blockquote data-quote="I'm A Banana" data-source="post: 7012820" data-attributes="member: 2067"><p>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! </p><p></p><p><strong><u>No Long Rests in the Wilderness</u></strong></p><p>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.</p><p></p><p>I love the focus on morale this provides, and how it explicitly links taking a long rest to being somewhere <em>pleasant</em>. </p><p></p><p><strong><u>Rewarding Inspiration for Friendship and Beauty</u></strong></p><p>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!</p><p></p><p><strong><u>Roleplaying advice for "generic" NPC's</u></strong></p><p>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.</p><p></p><p><strong><u>Simple Scenery for TotM combats</u></strong></p><p>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.</p><p></p><p><strong><u>The Followship Phase & Sanctuaries</u></strong></p><p>The pacing of AiME is one of it's most <em>awesome</em> 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 <em>home</em>, at least for some time, and can give the sense of real familiarity with the locations in the world.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7012820, member: 2067"] 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! [B][U]No Long Rests in the Wilderness[/U][/B] 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 [I]pleasant[/I]. [B][U]Rewarding Inspiration for Friendship and Beauty[/U][/B] 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! [B][U]Roleplaying advice for "generic" NPC's[/U][/B] 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. [B][U]Simple Scenery for TotM combats[/U][/B] 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. [B][U]The Followship Phase & Sanctuaries[/U][/B] The pacing of AiME is one of it's most [I]awesome[/I] 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 [I]home[/I], at least for some time, and can give the sense of real familiarity with the locations in the world. [/QUOTE]
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