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Capturing the "feel" of Tolkien.
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<blockquote data-quote="pemerton" data-source="post: 7944331" data-attributes="member: 42582"><p>I think these two posts do a nice job of capturing what is important to Tolkien-esque feel: history, magic intermingled with the everyday (think even Frodo in his mithril coat), and above all the importance of hope.</p><p></p><p>I think it's hard to get this feel in a game without willing participation - that is, I doubt that mechanics/system can force it per se. But some mechanics can help.</p><p></p><p>For romantic fantasy my group has been playing and enjoying Prince Valiant. It would need a little bit of tweaking to incorporate the more magical/fairy tale aspects of JRRT, but probabl not a lot. It certainly allows for hope to matter (because the PC's emotional investment affects the number of dice in the pool)</p><p></p><p>Buring Wheel provides emotional intensity and forces emotional honesty, which is important to Tolkienesque feel. In my experience it easily pushes towars S&S and so some steps would need to be taken to avoid that - eg maybe use simple combat resolution rather than Fight!; and drop most if not all non-natural magic.</p><p></p><p>I think a properly-curated heroic to low paragon 4e D&D might also do the job. Psychic damage, as a marker of despair, would be important - and healing surge recovery would be emotional as much as physical. You would need to work out how Diplomacy checks can help heal. (But not so well as to trample on the Healing skill.)</p><p></p><p>I've been working on <a href="https://www.enworld.org/threads/middle-earth-lotr-rpging-using-cortex-heroic.670013/" target="_blank">a Cortex+ Heroic LotR game</a>. The Doom Pool fits well. History/lore works by having the players establish relevant assets, so that depends heavily on player investment of that part of the system. In the one session that we played I ran an action scene in which one of the Scene Distinctions was Uncertain Of What to do Next, and as the scene unfolded the player of the ranger declared actions that succeeded in eliminating that Distinction, meaning that he was then able to dictate to the table what the next step was. That was a nice alternative to (say) a BW Duel of Wits - the uncertainy being more about the situation than a disagreement between two characters - and I felt it emulated some of those parts of LotR where Aragorn in particular can see the range of options but is unsure what is the right choice of next action.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7944331, member: 42582"] I think these two posts do a nice job of capturing what is important to Tolkien-esque feel: history, magic intermingled with the everyday (think even Frodo in his mithril coat), and above all the importance of hope. I think it's hard to get this feel in a game without willing participation - that is, I doubt that mechanics/system can force it per se. But some mechanics can help. For romantic fantasy my group has been playing and enjoying Prince Valiant. It would need a little bit of tweaking to incorporate the more magical/fairy tale aspects of JRRT, but probabl not a lot. It certainly allows for hope to matter (because the PC's emotional investment affects the number of dice in the pool) Buring Wheel provides emotional intensity and forces emotional honesty, which is important to Tolkienesque feel. In my experience it easily pushes towars S&S and so some steps would need to be taken to avoid that - eg maybe use simple combat resolution rather than Fight!; and drop most if not all non-natural magic. I think a properly-curated heroic to low paragon 4e D&D might also do the job. Psychic damage, as a marker of despair, would be important - and healing surge recovery would be emotional as much as physical. You would need to work out how Diplomacy checks can help heal. (But not so well as to trample on the Healing skill.) I've been working on [url=https://www.enworld.org/threads/middle-earth-lotr-rpging-using-cortex-heroic.670013/]a Cortex+ Heroic LotR game[/url]. The Doom Pool fits well. History/lore works by having the players establish relevant assets, so that depends heavily on player investment of that part of the system. In the one session that we played I ran an action scene in which one of the Scene Distinctions was Uncertain Of What to do Next, and as the scene unfolded the player of the ranger declared actions that succeeded in eliminating that Distinction, meaning that he was then able to dictate to the table what the next step was. That was a nice alternative to (say) a BW Duel of Wits - the uncertainy being more about the situation than a disagreement between two characters - and I felt it emulated some of those parts of LotR where Aragorn in particular can see the range of options but is unsure what is the right choice of next action. [/QUOTE]
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