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Tell me about your Adventures in Middle-Earth experiences, please
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<blockquote data-quote="Lancelot" data-source="post: 7433771" data-attributes="member: 30022"><p>Here's my experience...</p><p></p><p>Firstly, in a 4-hour session, my group usually does about 2-3 combat encounters with AiME. One of these is usually something fairly trivial, which may drain some of their resources but probably isn't going to be a threat. The other 1-2 encounters are likely to be more meaty. As noted above, it's possible that some of these combats are intentionally unwinnable - but it's possible the party don't initially know that.</p><p></p><p>So, what are they doing in the 60% of their time when they're not fighting?</p><p></p><p>1) Audience Phase. The Audience phase is more structured than D&D. In the official modules, there's usually a half-page explaining the NPC's motivations, and the conversational gambits that the party might take that adjust the final roll, and then a table of rewards based on success. To give an example, the party meets with Bob the Dwarf. Their first decision is "who will do the introduction"? This is a skill check based on cultural affinity. Maybe not a good idea to get the elf PC to say hello, because dwarves are a bit negative towards elves. The Introduction sets the initial DC. Then, what do the players actually say? Do they appeal to Bob's greed (+2), show respect for dwarven culture (+1), appeal to his sense of charity (-1), or mention that they've recently snuck inside a dwarven tomb (-2)? Then there's the final check. Which skill will the party use? Traditions, Persuasions, Riddles? Based on the outcome, all sorts of things could happen. Fail, and Bob might tell them to shove off. Succeed, and he might give them some info. Succeed by 3-4 points, and he'll offer them a reward. Succeed by 5+, and he might accompany them. This all sounds complex, but it's clearly laid out in the modules. It makes the key NPC interactions a lot more meaty. I've seen audiences going 15+ minutes (in real time), rather than just "I talk to the dude, and get a Persuasion roll of 15".... in part, because so much hinges on a successful outcome.</p><p></p><p>2) Journey Phase. This is a really meaty bit of the adventure. You pick everyone's role (Hunter, Lookout, Scout, Guide). You roll for the departure, which has flavour text and mechanical results. Then for events. Then for the arrival. The base rules contain copious descriptions of every event, which are like mini-encounters. However, most supplements have additional events flavoured to the specific module. Wilderland Adventures (for example) is a collection of 6-7 linked modules, but it saves a dozen pages at the back of the book for customizing the random journey events to each of the modules. Events usually aren't combats, but there are still decisions to be made. They have a lot of flavour for the GM to read out, then the PCs are usually either interacting with NPCs, making decisions on how to deal with the event, then rolling skill checks. The Journey phase could take up to an hour of play if there are, say, 3 events to resolve.</p><p></p><p>3) The Adventuring Phase. Just because the system is combat-light and dungeon-light, doesn't mean there isn't a ton of detail. Rescuing a missing person from a goblin lair? There's still a 15-room map of the lair with descriptions, but it's just not the D&D method of scattering monsters through all the rooms with trapped chests. It'll still take time to explore, but all the goblins are centralized in the feast hall and the party's challenge is: how do we get the prisoner out from underneath their noses? Maybe we use disguises, or challenge the leader to a riddle-contest, or do a shock-and-awe attack then run for our lives. For most major encounters, the modules include a lot of detail on possible gambits to resolve withou combat, including suggested skill checks and options.</p><p></p><p>4) The Fellowship Phase. There are real decisions to be made here as well. This is your Downtime (in D&D terms), but it has much more mechanical benefit. If you only get one choice after each adventure, how does your PC spend it? Shopping for a particularly fine sword in the markets of Laketown, exploring for healing herbs in the marshes, opening up a new Sanctuary (allowing long rests and other options), trying to remove some of your accumulated Shadow points...? The choices start easy, but get tougher over time as more options become available.</p><p></p><p>All told, there's plenty of mechanical meat in the published adventures to keep the players active. It's not a case of the module assuming that your group are just "roleplaying" in between the fights (...although more power to you if they are). They have a bunch of "gaming" decisions to make, more so than normal D&D, and these impact things such as their reward, their exhaustion levels, their Shadow points, their Virtue and equipment gains, and their ability to avoid dangerous fights.</p><p></p><p>...</p><p></p><p>And this is the fourth mega-post I've made on the game, and I'm super-conscious that I'm starting to sound like a shill. So, some attempt at counter-balance. </p><p></p><p>Firstly, I got into the game late. I've never played The One Ring (which is the game that AiME is based on). I really didn't know what it was all about, took a chance on the rules, and was very impressed by it all. Primarily because it's *different* to 5e. It is NOT better, in my opinion. Just different. I'll be going back to 5e after playing a full AiME campaign, because I thoroughly enjoy D&D. And then maybe we'll return to AiME again periodically in the future.</p><p></p><p>Secondly, my love of the game isn't entirely shared by my players. Most of my guys are super-reluctant to play anything other than traditional D&D with the multi-classing and the spells (oh, by the way: no multi-classing in AiME!). It took some pressure from me to get them to give it a go. They're enjoying it, but primarily as a <em>change</em> rather than a <em>fix</em>. None of us see 5e D&D as "broken"... and AiME is not going to appeal to all groups. As I've mentioned previously, you need a strong "social contract" with your players that they're going to be engaging with a system that has very little magic, sometimes-unwinnable combats, and an emphasis on skill checks, negotiation, and a long-term planning. Also, while it lacks an alignment system, you'll need to play like heroes to avoid punishing Shadow penalties. And, also, be prepared for some real downer endings to some of the adventures. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="Lancelot, post: 7433771, member: 30022"] Here's my experience... Firstly, in a 4-hour session, my group usually does about 2-3 combat encounters with AiME. One of these is usually something fairly trivial, which may drain some of their resources but probably isn't going to be a threat. The other 1-2 encounters are likely to be more meaty. As noted above, it's possible that some of these combats are intentionally unwinnable - but it's possible the party don't initially know that. So, what are they doing in the 60% of their time when they're not fighting? 1) Audience Phase. The Audience phase is more structured than D&D. In the official modules, there's usually a half-page explaining the NPC's motivations, and the conversational gambits that the party might take that adjust the final roll, and then a table of rewards based on success. To give an example, the party meets with Bob the Dwarf. Their first decision is "who will do the introduction"? This is a skill check based on cultural affinity. Maybe not a good idea to get the elf PC to say hello, because dwarves are a bit negative towards elves. The Introduction sets the initial DC. Then, what do the players actually say? Do they appeal to Bob's greed (+2), show respect for dwarven culture (+1), appeal to his sense of charity (-1), or mention that they've recently snuck inside a dwarven tomb (-2)? Then there's the final check. Which skill will the party use? Traditions, Persuasions, Riddles? Based on the outcome, all sorts of things could happen. Fail, and Bob might tell them to shove off. Succeed, and he might give them some info. Succeed by 3-4 points, and he'll offer them a reward. Succeed by 5+, and he might accompany them. This all sounds complex, but it's clearly laid out in the modules. It makes the key NPC interactions a lot more meaty. I've seen audiences going 15+ minutes (in real time), rather than just "I talk to the dude, and get a Persuasion roll of 15".... in part, because so much hinges on a successful outcome. 2) Journey Phase. This is a really meaty bit of the adventure. You pick everyone's role (Hunter, Lookout, Scout, Guide). You roll for the departure, which has flavour text and mechanical results. Then for events. Then for the arrival. The base rules contain copious descriptions of every event, which are like mini-encounters. However, most supplements have additional events flavoured to the specific module. Wilderland Adventures (for example) is a collection of 6-7 linked modules, but it saves a dozen pages at the back of the book for customizing the random journey events to each of the modules. Events usually aren't combats, but there are still decisions to be made. They have a lot of flavour for the GM to read out, then the PCs are usually either interacting with NPCs, making decisions on how to deal with the event, then rolling skill checks. The Journey phase could take up to an hour of play if there are, say, 3 events to resolve. 3) The Adventuring Phase. Just because the system is combat-light and dungeon-light, doesn't mean there isn't a ton of detail. Rescuing a missing person from a goblin lair? There's still a 15-room map of the lair with descriptions, but it's just not the D&D method of scattering monsters through all the rooms with trapped chests. It'll still take time to explore, but all the goblins are centralized in the feast hall and the party's challenge is: how do we get the prisoner out from underneath their noses? Maybe we use disguises, or challenge the leader to a riddle-contest, or do a shock-and-awe attack then run for our lives. For most major encounters, the modules include a lot of detail on possible gambits to resolve withou combat, including suggested skill checks and options. 4) The Fellowship Phase. There are real decisions to be made here as well. This is your Downtime (in D&D terms), but it has much more mechanical benefit. If you only get one choice after each adventure, how does your PC spend it? Shopping for a particularly fine sword in the markets of Laketown, exploring for healing herbs in the marshes, opening up a new Sanctuary (allowing long rests and other options), trying to remove some of your accumulated Shadow points...? The choices start easy, but get tougher over time as more options become available. All told, there's plenty of mechanical meat in the published adventures to keep the players active. It's not a case of the module assuming that your group are just "roleplaying" in between the fights (...although more power to you if they are). They have a bunch of "gaming" decisions to make, more so than normal D&D, and these impact things such as their reward, their exhaustion levels, their Shadow points, their Virtue and equipment gains, and their ability to avoid dangerous fights. ... And this is the fourth mega-post I've made on the game, and I'm super-conscious that I'm starting to sound like a shill. So, some attempt at counter-balance. Firstly, I got into the game late. I've never played The One Ring (which is the game that AiME is based on). I really didn't know what it was all about, took a chance on the rules, and was very impressed by it all. Primarily because it's *different* to 5e. It is NOT better, in my opinion. Just different. I'll be going back to 5e after playing a full AiME campaign, because I thoroughly enjoy D&D. And then maybe we'll return to AiME again periodically in the future. Secondly, my love of the game isn't entirely shared by my players. Most of my guys are super-reluctant to play anything other than traditional D&D with the multi-classing and the spells (oh, by the way: no multi-classing in AiME!). It took some pressure from me to get them to give it a go. They're enjoying it, but primarily as a [I]change[/I] rather than a [I]fix[/I]. None of us see 5e D&D as "broken"... and AiME is not going to appeal to all groups. As I've mentioned previously, you need a strong "social contract" with your players that they're going to be engaging with a system that has very little magic, sometimes-unwinnable combats, and an emphasis on skill checks, negotiation, and a long-term planning. Also, while it lacks an alignment system, you'll need to play like heroes to avoid punishing Shadow penalties. And, also, be prepared for some real downer endings to some of the adventures. :-) [/QUOTE]
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