D&D 5E Anyone ever try a lord of the rings esque campaign?

Yeah, the point of my post wasnt about stat boosts or other mechanical nonsense. I couldn't care less about that. The point is the make the players want the ring, and have it bestow great power. The corruption would come from the actual players wanting the ring themselves. Instead of some stat that says how corrupted you are, I want the players to want that ring for themselves. (Or sock or pendant or whatever you want it to be). I think the stat boosts would just make the others want it that much more, each time it's stole it gets more powerful (stat boosts was just a suggestion. Perhaps the rings bestows a new power specific to a player's wants and needs) I just was thinking of a way to really make the players want that object without it being just a number on a character sheet denoting how much your character wants it.

I'm actually thinking about running a small numenera game and sort of overlaying lord of the rings on the setting. Them finding an artifact of crazy power and having to go to the place where it was forged (possibly in another dimension or something) and destroying it.
 

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You could instead make the One Ring add +2 to every ability score, going over 20. AND give the character +1 level.
That would keep every character differentiated, doing their own thing, except much better.

You'll definitely get players that know better than to mess with the evil item. Adding rules for sanity checks to force them to take it would be good too, I think.
 

Yeah, the point of my post wasnt about stat boosts or other mechanical nonsense. I couldn't care less about that. The point is the make the players want the ring, and have it bestow great power. The corruption would come from the actual players wanting the ring themselves. Instead of some stat that says how corrupted you are, I want the players to want that ring for themselves. (Or sock or pendant or whatever you want it to be). I think the stat boosts would just make the others want it that much more, each time it's stole it gets more powerful (stat boosts was just a suggestion. Perhaps the rings bestows a new power specific to a player's wants and needs) I just was thinking of a way to really make the players want that object without it being just a number on a character sheet denoting how much your character wants it.

Is it necessary that that players have to want it? Are you doubting their ability to role-play their characters coveting the item, not wanting to relinquish it? Have they ever had to play their PC when the PC is charmed, or otherwise temporarily suppose to act against the player's interest?

I mean, the item should probably have some desirable benefit, like the One Ring's invisibility, and obviously the players would recognize the benefit to their characters, even if they know it's ultimately an evil artifact. But what if a player decides their character is going to resist temptation, despite the benefit? What if they all do? It sounds like you expect the game to devolve into Lord of the Flies based on player motivations, but there's no guarantee that's going to happen.

The other issue is, if the item is really powerful, there's a certain type of player more likely to risk being the owner of the item, purely for the mechanical benefit. (Not to say there wouldn't be players who'd reasonably roleplay being the one to take the item, but there's a great deal more unpredictability there of it happening, unless you already know the character likely to possess the item.) If the item is that powerful, the possessor is likely to outshine the other characters in combat or even possibly roleplaying encounters, depending on the abilities granted. You may find that rather than engendering covetousness among the other players, it may simply be annoyance with the possessor and/or the game master. "Hey, I know. Let's throw the ring AND Bob into Mount Doom."

Also, what's the end game? Are the characters suppose to go on a quest to destroy the item? If you've made the players want the item so badly, what's now going to motivate them to destroy it?

In the campaign I'm currently playing in (3.5 in a Wild West setting), half the party has picked up an intelligent, shape-shifting weapon. Each was a really good fit for our characters, but then we discovered they're part of a set of six belonging to a powerful demon, and they've been subtly encouraging us to get the full set, and to go exploring a dungeon where we now know the demon is imprisoned. It took some debate and successful Will Saves, but we're now on our way to present the items to a legendary good-aligned creature that we know will be able to destroy the items. My PC got his first at low level, and it's a +1 silvered revolver of Speed that can cast Detect Thoughts and some other abilities I haven't unlocked yet. It was a tough decision to let it go, because it was really a pretty powerful weapon, but my priest-turned-gunslinger character relinquished for the greater good.
 

You'll definitely get players that know better than to mess with the evil item. Adding rules for sanity checks to force them to take it would be good too, I think.
Or simply Wisdom Saves ... no need to introduce optional rules like Sanity or Corruption to measure the effect of a single item in the game. To me, those sorts of rules should only be added when they're integral to the SETTING as the DM envisions it.
 

"Lord of the Sock" sounds pretty epic.

And the crossover potential with the Potterverse ("You have given THE sock to the Dark Lord Dobby! Now DIE!!!!!1!") is not to be missed.

Sorry, just realized we can combine these for a three-way Tolkien, Potterverse, Star Wars crossover.

{*heavy, but high pitched, mechanical breathing sound*}
"I am Darth Dobby, Dark Lord of the Sock, and I am your father!"
 

Running a lord of the ring like adventure will require some tinkering with the base assumptions of the setting, like adding a corruption track and corresponding downtime activities to remove corruption, and of course picking up the monsters and how the shadow affect them.

Honestly, if you want to pick up some great ideas for a lord of the rings like campaign grab hold of The One Ring RPG and check it out.

Warder
 

One of the significant motivation pressures in LoTR was the presence of a large external threat. Heck, you could start with the standard quest: "The Coastal Kingdom is under attack by saguahin and other monsters from the sea, there's a powerful weapon stored in a vault in the mountains, go get that weapon and bring it to the capital".

Why was that weapon stored in a vault in the mountains? Because it's a sword which gets more powerful every time it's used to kill, and it's bloodthirsty. The wielder gets underwater breath and free action - apparently it was made by a renegade Drow who decided to go set up an empire among the saguahin, long ago.

"Yes, this sword is horrible, but either we use it, or the saguahin will kill all our fisherfolk, and then half our population will starve. It's the lesser evil, and when we win, we'll put the sword back in the vault."

Clever PCs may decide that every cow butchered in the capital, might as well be killed with this sword - the cow was gonna die anyways, right? Oh, so clever. Yep, they can unlock some more powers this way. Next morning, there's bumps on your forehead. A few dozen cows later, those bumps grow into horns.

The fiction of H.P. Lovecraft may help you describe a PC slowly transforming from human to drow-guahin.
 

Sorry, just realized we can combine these for a three-way Tolkien, Potterverse, Star Wars crossover.

Why stop there?

"My name is Inigo Montoya. You killed my father. Prepare to die!"

"No, Inigo. I *am* your father. Search your feelings, you know it to be true."
 

If the PCs are smart they'll kick the old wizard in the shins until he agrees to call upon the Big Birds to fly them to Mt. Dooooommmmm!
 

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