Logan Bonner and Chris Tulach (and others) were creating characters for a One Ring game last night... as evidenced by their posting on twitter.![]()
How does it approach adventure/scenario design?
How does it approach adventure/scenario design?
I was wondering if it was a traditional "GM designs scenario/encounter areas, places hooks" approach, or a more indie "Player build hooks into their PCs which the GM then frames nto situations" approach, or some sort of collaborative approach, or . . .I am not sure how to answer this question. Like Wightbred said the books have several things on combat, encounters, journeys and hazards as well as a Fellowship Phase that comes after the completion of an adventure.
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Not sure I have answered your question though - feel free to ask for more.
This makes it sound fairly traditional, with the GM having a lot of control over the way the game unfolds. Am I getting that right?It seems to me the best method for campaign design, and this is suggested in the book, is for the Loremaster to decide what story he wants to tell.
This makes it sound fairly traditional, with the GM having a lot of control over the way the game unfolds. Am I getting that right?
OK, that's interesting. Do those choices in the fellowship phase then factor into the next adventure phase? Eg if we meet Elrond in the fellowship phase, does that affect the way we might be able to tackle encounters in the next adventure phase?during the fellowship phase, the players get to determine where their characters go (within limits) and who they meet (again within limits and somewhat at the discretion of the Loremaster).
I saw this idea mentioned on the Cubicle7 website. It reminded me of some of the ideas [MENTION=2067]Kamikaze Midget[/MENTION] has been floating on some threads here over the past few months - that fighters might gain magic items as a parallel to how wizard's gain new spells.Outside the fellowship phase, one interesting power vested in the players is the option of how their own character's weapons and armor improve (simulating the finding of magical gear, etc.) Basically as the character increases in valor, he can choose weapon qualities and then work with the Loremaster to determine how his weapon obtained those qualities.
OK, that's interesting. Do those choices in the fellowship phase then factor into the next adventure phase? Eg if we meet Elrond in the fellowship phase, does that affect the way we might be able to tackle encounters in the next adventure phase?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.