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Making a Star Wars hack of The One Ring's system
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<blockquote data-quote="Laurefindel" data-source="post: 9173293" data-attributes="member: 67296"><p>Another game in. Things are starting to take shape...</p><p></p><p>I'm realizing that I've played a lot of TOR 1e but never played or GMed (Loremastered?) TOR 2e, and I'm confusing more 1e into it than I thought I would. Interesting.</p><p></p><p>Another change I brought to combat were about the combat tasks. TOR's combat tasks are fitting the LotR very well - that's the strength of TOR - but in order to have an equally strong Star Wars system, I needed combat tasks that would fit Star Wars. So I ended up with...</p><p></p><p><strong>Forward Stance: Cover Allies.</strong> A "shoot to keep their heads down" mechanics.</p><p><strong>Open Stance: Overwatch.</strong> A "shoot anything that moves your way" mechanics.</p><p><strong>Defensive Stance: Prepare Shot.</strong> A "take aim" mechanics, closer to that of TOR 1e's Rearward stance than the current TOR 2e.</p><p><strong>Rearward: None.</strong> At first I had Hunker Down as a "you can't take me as a target" mechanics but dropped it. Now it's part of what 'Rearward' is.</p><p></p><p>Have I succeed in adapting Combat Tasks to a ranged-combat paradigm? I think so. Does it feel Star Wars? No, it doesn't. At least not specifically. That's how we've been playing so far and I don't really want to change it, but I'd reconsider for version 2.0. Though I'm not sure what would be better...</p><p></p><p>Speaking of themes dear to the setting, The One Ring has the duality of Hope vs Shadow as an excellent integration of Tolkien's work into game mechanics. Hope is a central theme in Star Wars too; it's even in the title of the original episode and quoted as such in Rogue One. However, the Shadow isn't. Conceptually, the Dark Side is pretty close but I elected for something not as Jedi-focused and more inclusive for all character types. So I went with Serenity (as hope) and Passion (as shadow). It's taken out of a verse of the Jedi's creed; "There is no passion, there is only serenity". In retrospect, quoting the Jedi's creed in attempt to move away from Jedi themes wasn't the smartest move... That ship too I'll let sail for the sake of my players, but if I had to redo it all, I'd reconsider.</p><p></p><p>I made Passion as something not so evil. Some characters may want to lean into it more than serenity, and I wanted them both as opposites rather than good/evil analogue. Han Solo for example, would be a "Passion" character, whereas Din Djarin from the Madalorian is a "Serenity" character. Jedi of course will aim for Serenity whereas Sith is all about Passion. So Serenity ended up as the "self-control" pool, and Passion the fear/enthusiasm bank. Serenity is something you spend and need to gain back, whereas Passion is something you accumulate and need to get rid of. Currently, Serenity plays as the TOR 2e hope (add d6 to pool), whereas Passion plays as the TOR 1e's hope (add attribute bonus to roll). Serenity is easier to gain than Passion is easy to get rid of. I'm curious to see how it'll play out.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9173293, member: 67296"] Another game in. Things are starting to take shape... I'm realizing that I've played a lot of TOR 1e but never played or GMed (Loremastered?) TOR 2e, and I'm confusing more 1e into it than I thought I would. Interesting. Another change I brought to combat were about the combat tasks. TOR's combat tasks are fitting the LotR very well - that's the strength of TOR - but in order to have an equally strong Star Wars system, I needed combat tasks that would fit Star Wars. So I ended up with... [B]Forward Stance: Cover Allies.[/B] A "shoot to keep their heads down" mechanics. [B]Open Stance: Overwatch.[/B] A "shoot anything that moves your way" mechanics. [B]Defensive Stance: Prepare Shot.[/B] A "take aim" mechanics, closer to that of TOR 1e's Rearward stance than the current TOR 2e. [B]Rearward: None.[/B] At first I had Hunker Down as a "you can't take me as a target" mechanics but dropped it. Now it's part of what 'Rearward' is. Have I succeed in adapting Combat Tasks to a ranged-combat paradigm? I think so. Does it feel Star Wars? No, it doesn't. At least not specifically. That's how we've been playing so far and I don't really want to change it, but I'd reconsider for version 2.0. Though I'm not sure what would be better... Speaking of themes dear to the setting, The One Ring has the duality of Hope vs Shadow as an excellent integration of Tolkien's work into game mechanics. Hope is a central theme in Star Wars too; it's even in the title of the original episode and quoted as such in Rogue One. However, the Shadow isn't. Conceptually, the Dark Side is pretty close but I elected for something not as Jedi-focused and more inclusive for all character types. So I went with Serenity (as hope) and Passion (as shadow). It's taken out of a verse of the Jedi's creed; "There is no passion, there is only serenity". In retrospect, quoting the Jedi's creed in attempt to move away from Jedi themes wasn't the smartest move... That ship too I'll let sail for the sake of my players, but if I had to redo it all, I'd reconsider. I made Passion as something not so evil. Some characters may want to lean into it more than serenity, and I wanted them both as opposites rather than good/evil analogue. Han Solo for example, would be a "Passion" character, whereas Din Djarin from the Madalorian is a "Serenity" character. Jedi of course will aim for Serenity whereas Sith is all about Passion. So Serenity ended up as the "self-control" pool, and Passion the fear/enthusiasm bank. Serenity is something you spend and need to gain back, whereas Passion is something you accumulate and need to get rid of. Currently, Serenity plays as the TOR 2e hope (add d6 to pool), whereas Passion plays as the TOR 1e's hope (add attribute bonus to roll). Serenity is easier to gain than Passion is easy to get rid of. I'm curious to see how it'll play out. [/QUOTE]
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