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Capturing the "feel" of Tolkien.
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<blockquote data-quote="aramis erak" data-source="post: 7945624" data-attributes="member: 6779310"><p>Use The One Ring with the Rivendell expansion and the player's guide.</p><p></p><p>Specifically - the rules elements needed</p><ul> <li data-xf-list-type="ul"> the journey rules, while a bit mathy, support travelogue sequences with all party members mattering and being affected.</li> <li data-xf-list-type="ul">the combat system mostly ignores positioning, and strongly works with clustering<ul> <li data-xf-list-type="ul">The stance system really does allow for a lot of game in the system, while also reflecting and abstracting the realities of a multitude of combat elements nicely. </li> <li data-xf-list-type="ul">It allows for a lot more narrative freedom than traditional minis-on-grid style combat systems.</li> </ul></li> <li data-xf-list-type="ul">The Song rules in Rivendell - Tolkien's characters sing. A lot. These rules give a great reward for characters doing so, even if the players can't carry a tune.</li> <li data-xf-list-type="ul">The social and tolerance rules give reasons for people to stop listening, but allow players to collectively contribute to a group negotiation.</li> <li data-xf-list-type="ul">The Treasure rules in Rivendell allow for the feel of the troll-hoard in The Hobbit. </li> <li data-xf-list-type="ul">The Shadow rules, which really should be introduced only after a few character years, are excellent for curbing the use of magic. </li> <li data-xf-list-type="ul">The various rewards are essentially low-level magics; the lots of little magics feel of Tolkien is well within the scope of the mechanics.</li> </ul><p>The key caveats:</p><ul> <li data-xf-list-type="ul">The journey and combat rules require MUCH description to work right. </li> <li data-xf-list-type="ul">If players are not willing to buy into the "lots of really small magics" mindset, the ambiance is much harder.</li> <li data-xf-list-type="ul">If players are too risk averse, character growth stymies.</li> <li data-xf-list-type="ul">don't be too stingy with use of traits.</li> </ul></blockquote><p></p>
[QUOTE="aramis erak, post: 7945624, member: 6779310"] Use The One Ring with the Rivendell expansion and the player's guide. Specifically - the rules elements needed [LIST] [*] the journey rules, while a bit mathy, support travelogue sequences with all party members mattering and being affected. [*]the combat system mostly ignores positioning, and strongly works with clustering [LIST] [*]The stance system really does allow for a lot of game in the system, while also reflecting and abstracting the realities of a multitude of combat elements nicely. [*]It allows for a lot more narrative freedom than traditional minis-on-grid style combat systems. [/LIST] [*]The Song rules in Rivendell - Tolkien's characters sing. A lot. These rules give a great reward for characters doing so, even if the players can't carry a tune. [*]The social and tolerance rules give reasons for people to stop listening, but allow players to collectively contribute to a group negotiation. [*]The Treasure rules in Rivendell allow for the feel of the troll-hoard in The Hobbit. [*]The Shadow rules, which really should be introduced only after a few character years, are excellent for curbing the use of magic. [*]The various rewards are essentially low-level magics; the lots of little magics feel of Tolkien is well within the scope of the mechanics. [/LIST] The key caveats: [LIST] [*]The journey and combat rules require MUCH description to work right. [*]If players are not willing to buy into the "lots of really small magics" mindset, the ambiance is much harder. [*]If players are too risk averse, character growth stymies. [*]don't be too stingy with use of traits. [/LIST] [/QUOTE]
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