Aldarc
Legend
I'm fairly certain that it's elf poetry about the First Age and Tom Bombadil.Is the most important part of LotR the destruction of the ring? Or is it the cleansing of the Shire and what happened in the appendices?
I'm fairly certain that it's elf poetry about the First Age and Tom Bombadil.Is the most important part of LotR the destruction of the ring? Or is it the cleansing of the Shire and what happened in the appendices?
Exalted Third Edition Core Rulebook said:Introducing a Fact
One of the basic functions of Lore in Exalted is to allow the player to spice up narrative drama, forward the plot, or become the object of positive Intimacies by demonstrating valuable knowledge. Once per scene, a character with Lore 3+ and a relevant specialty or backstory can attempt to “know” something useful about Creation’s history, geography, cultures, etc.
The player states a fact they would like to introduce. If it is a fact the Storyteller deems admissible, roll the character’s (Intelligence + Lore) against a difficulty set by the Storyteller. Note that the context of this roll is important. A character with Lore 5 may have a background in the subject being discussed, or their Lore 5 may apply little or not at all. (See the description of the Lore skill on p. 153). The Storyteller should increase the difficulty and levy penalties as they see fit; conversely, if a character specializes in a certain subject, the Storyteller may declare success without a roll. In any case, if the roll succeeds, the character may introduce her fact as knowledge she knows or uncovers in the scene, allowing the plot to progress, and perhaps leaving those around her in awe of her acumen.
Storytellers be warned! Facts introduced in this manner must remain internally consistent. Once a character has successfully introduced a fact, that information should not be contradicted; another player cannot then choose to introduce a completely contradictory fact by rolling an even better result. Once a fact about the setting has been introduced, it becomes concrete. Therefore, Storytellers, it is up to you to decide what facts to allow into the game, and to what degree. You might deem a Solar’s “Sidereal Exalted” hypothesis to be more than the character should know, while being more comfortable with a theory that tends toward something more vague, such as speculation about “Exalted conspirators behind the world’s events.” In this case, you should clarify which facts you will allow before the roll is made.
To be clear, no matter how many dice your player is able to roll, and no matter what Charms their character wields, you can always veto knowledge of certain events or the introduction of facts that would ruin your story. If an introduced fact contradicts a canonical fact you’d prefer to keep canonical in your game, contradicts a fact from your personal setting history or a future plot developmentyou’ve yet to reveal to the players, or is something you are undecided or uncertain about, you can veto it. In the former cases, you are upholding the integrity of your story. In the latter, you are allowing yourself time to decide if you want to incorporate an idea that might change your view of that story. You should also veto knowledge of any canonical information you think it would be impossible for the character to know. That said, remember that people take Lore because this is the kind of character they want to play. You don’t have to treat the setting like a piñata, and Lore like a bat that will split its colorful shell and spill all the delicious secrets within, but you should always treat a character’s Lore rating as a chance to make the character look good, and as a chance to make the player feel good.
Pessimist!
I'm fairly certain that it's elf poetry about the First Age and Tom Bombadil.
Look carefully or you may miss the only female dwarf named in Middle Earth!
I was thinking the parts about Aragorn and Arwen, and Legalos and Gimli, and Eowyn and Faramir.
[Edit: and more on the non-Frodo Hobbits, <insert something from a different thread a while back>.]
But don't forget the language essays and genealogies!
More hit points I suppose, coupled with some sort of cue to the GM to narrate "that orc taking a mighty swing at you and doing 8 damage didn't actually hurt that much" as luck, but that only covers a pretty narrow bit of ground, and I would argue that it is still meta-game (though at least the player doesn't have to directly engage with it). So, yeah, this is TBH one of the reasons I've never been that taken with the more extreme forms of the "but I'm taken out of character!" objections. I mean, sure, I can see how constantly being tasked with managing lots of 'currency' that isn't directly related to anything specific in the game, and spending it, could get more problematic (or other equivalent mechanics, whatever it is). But we all do SOME of that when we play, its simply inevitable, so its hard to hold it against a game designer when they can get a big win for a small amount of 'make the player track this/decide this.'I tend to be okay with using meta mechanics for something like 'luck' because being lucky is viewed as a trait of the character and because there's not a feasibly good non-meta method of modeling luck (at least not one i've ever seen). This also ties into part of why battlemaster maneuvers don't bother me despite being meta.
From the point of view of some people who object to such mechanics, any TRPG with mechanics that allow the players to define things about the setting based on the results of a roll on a know-whats type of check. You roll, and geography changes (or is defined).In what RPG does a PC's knowledge cause things to happen outside the character's direct influence?
Well, I cannot speak to the referenced AP, I know nothing about it. However, this sort of thing is VERY tough for adventure writers to pull off, at best! For example, in the 4e era there was a Dungeon adventure, Dark Heart of Mithrendain. For some reason I got bored or lazy or something and decided to actually RUN A MODULE! This never happens, lol. I learned why, which is that it was as much work as making it all up myself. The adventure is actually pretty flexible in that it revolves around a bunch of intrigue. Mithrendain is a fortress city that guards the main entrance to the Feydark, where the Fomorians lurk, and there's a 'gate' which the city defenders protect. Some of these defenders have been corrupted, and there's a faction who knows this, but nobody knows who is trustworthy. So, you'd think this would be a very flexible sort of setup where the PCs are brought in by the 'good guys' and set to try to uncover the bad guys. The problem is, in the end you WILL end up in a final confrontation where the party has to venture into the base area of the Fomorians and kick butt. So, NO MATTER WHAT happens in the "James Bond Phase" of the adventure doesn't REALLY matter in the end. Yeah, maybe slightly different assassination attempts will happen and some of the intermediary fights and whatnot might or might not happen as laid out, or you would have different ones, in the end, like almost all adventures, there's a denouement, the big bads come on stage and get their moment.To me, and I would think that to the great majority of people who play RPGs, those are meaningful differences. Another team might trick the baron and Wachter into taking each other out. Or take the side of the Baron’s young son against the other factions. Or, just skip Vallaki altogether.
And that is just one aspect of the AP. Multiply that by any amount of encounters and you get a constellation of different choices, actions and outcomes based on what the party did.
The implication of this is that in any adventure with fixed encounters, the characters are interchangeable and their decisions are meaningless.
Obviously, I disagree. I think most RPG players would also disagree with this interpretation. It goes without saying that “meaningless” and “interchangeable” are subjective terms.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.