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The One Ring - Cubicle 7
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<blockquote data-quote="MerricB" data-source="post: 5659230" data-attributes="member: 3586"><p>I posted a bit on rpggeek about it - I have the PDF - and I'll repeat those posts here:</p><p></p><p>Well, I've bought and downloaded the PDF for The One Ring: Adventures over the Edge of the Wild, based on the sterling work that Cubicle 7 did on the Doctor Who rpg.</p><p></p><p>I'm just looking through it now, and it really looks nice. (I really want to get my hands on the printed version, though). </p><p></p><p>Interesting notes: </p><p></p><p><strong>Dice and Skill Checks</strong></p><p>TOR uses Custom dice. The d6s have outlined 1-3, solid 4-6, and a "tengel" t rune next to the 6s. The d12s are 1-10, with a Sauron and Gandalf symbol. The character sheet looks a lot like one from Storyteller (Vampire), but Attributes work quite differently. A skill check is the d12 + a number of d6s equal to your skill, and you can spend a Hope point to add your attribute to the roll. Skill checks need to hit a target number, but the number of 6s you roll on the d6s give you the margin of success. (0=marginal, 1=normal, 2+=exceptional). Traits can give automatic successes for linked skill checks.</p><p></p><p><strong>Damage, Hope, Wounded, Weary, Miserable</strong></p><p>Damage is tracked on Endurance and by the "Wound" condition - the latter being inflicted in a similar manner to a critical hit. Losing Endurance will eventually make the character first "Weary" and then unconscious. Meanwhile Hope can be spent for skill checks, but as you lose it, you may become "Miserable" (once it hits your Shadow rating, which is how much you've been emotionally scarred by your experiences), and at 0 Hope you just give up - fleeing battle or storming out of a debate.</p><p></p><p>When you are "Weary" all of your 1-3 rolls on the dice (the outlined numbers) are treated as 0s! When you are "Miserable", you are in danger of suffering a bout of madness (when the Sauron result comes up on the Feat die you roll as part of a check) and losing control of your character to the DM for a short time.</p><p></p><p><strong>Game Scale and Scope</strong></p><p>The game is set up to be generational. A year in the game typically takes 4-6 sessions. When a character retires or is killed, the player gets a bonus to their next character based on the old one's experience: more of a bonus for retiring or a heroic death rather than dying hopelessly. The scope of this initial game is in the "Wilderlands" - between the Misty Mountains and the Running River, including Mirkwood and the Lonely Mountain - and in the 20-30 years after The Hobbit, so before Bilbo has his 111th birthday party. </p><p></p><p>Characters can be Bardings, Beornings, Dwarves of the Lonely Mountain, Elves of Mirkwood, Hobbits of the Shire or Woodmen of Wilderland in this initial release. The "Calling" (classes) are Scholar, Slayer, Treasure Hunter, Wanderer and Warden.</p><p></p><p>The game is structured for 2-3 sessions of adventure alternated with a Fellowship phase where the characters rest, spend skill points and otherwise describe what they do whilst not adventuring.</p><p></p><p><strong>The Books as Sessions</strong></p><p>The Hobbit is described in this fashion as:</p><p></p><p>1. The first Adventuring phase sees the characters leave Hobbiton to journey into the Wild and reach Rivendell; the conclusive Fellowship phase is spent as guests of Elrond Half-elven.</p><p></p><p>2. The following Adventuring phase sees the company reach the Misty Mountains, travel across them, and eventually spend the Fellowship phase in the house of Beorn.</p><p></p><p>3. The third Adventuring phase follows the Hobbit and his Dwarf companions as they travel across Mirkwood and are made prisoners of the Elvenking, to finally spend a Fellowship phase in Lake Town.</p><p></p><p>4. The final Adventuring phase witnesses the exploration of the Lonely Mountain, the killing of Smaug, and the final battle of Five Armies. The last Fellowship phase is resolved with all companions having returned to their respective homes.</p><p></p><p>I'm quite impressed so far. If you've any questions, feel free to ask them.</p></blockquote><p></p>
[QUOTE="MerricB, post: 5659230, member: 3586"] I posted a bit on rpggeek about it - I have the PDF - and I'll repeat those posts here: Well, I've bought and downloaded the PDF for The One Ring: Adventures over the Edge of the Wild, based on the sterling work that Cubicle 7 did on the Doctor Who rpg. I'm just looking through it now, and it really looks nice. (I really want to get my hands on the printed version, though). Interesting notes: [b]Dice and Skill Checks[/b] TOR uses Custom dice. The d6s have outlined 1-3, solid 4-6, and a "tengel" t rune next to the 6s. The d12s are 1-10, with a Sauron and Gandalf symbol. The character sheet looks a lot like one from Storyteller (Vampire), but Attributes work quite differently. A skill check is the d12 + a number of d6s equal to your skill, and you can spend a Hope point to add your attribute to the roll. Skill checks need to hit a target number, but the number of 6s you roll on the d6s give you the margin of success. (0=marginal, 1=normal, 2+=exceptional). Traits can give automatic successes for linked skill checks. [b]Damage, Hope, Wounded, Weary, Miserable[/b] Damage is tracked on Endurance and by the "Wound" condition - the latter being inflicted in a similar manner to a critical hit. Losing Endurance will eventually make the character first "Weary" and then unconscious. Meanwhile Hope can be spent for skill checks, but as you lose it, you may become "Miserable" (once it hits your Shadow rating, which is how much you've been emotionally scarred by your experiences), and at 0 Hope you just give up - fleeing battle or storming out of a debate. When you are "Weary" all of your 1-3 rolls on the dice (the outlined numbers) are treated as 0s! When you are "Miserable", you are in danger of suffering a bout of madness (when the Sauron result comes up on the Feat die you roll as part of a check) and losing control of your character to the DM for a short time. [b]Game Scale and Scope[/b] The game is set up to be generational. A year in the game typically takes 4-6 sessions. When a character retires or is killed, the player gets a bonus to their next character based on the old one's experience: more of a bonus for retiring or a heroic death rather than dying hopelessly. The scope of this initial game is in the "Wilderlands" - between the Misty Mountains and the Running River, including Mirkwood and the Lonely Mountain - and in the 20-30 years after The Hobbit, so before Bilbo has his 111th birthday party. Characters can be Bardings, Beornings, Dwarves of the Lonely Mountain, Elves of Mirkwood, Hobbits of the Shire or Woodmen of Wilderland in this initial release. The "Calling" (classes) are Scholar, Slayer, Treasure Hunter, Wanderer and Warden. The game is structured for 2-3 sessions of adventure alternated with a Fellowship phase where the characters rest, spend skill points and otherwise describe what they do whilst not adventuring. [b]The Books as Sessions[/b] The Hobbit is described in this fashion as: 1. The first Adventuring phase sees the characters leave Hobbiton to journey into the Wild and reach Rivendell; the conclusive Fellowship phase is spent as guests of Elrond Half-elven. 2. The following Adventuring phase sees the company reach the Misty Mountains, travel across them, and eventually spend the Fellowship phase in the house of Beorn. 3. The third Adventuring phase follows the Hobbit and his Dwarf companions as they travel across Mirkwood and are made prisoners of the Elvenking, to finally spend a Fellowship phase in Lake Town. 4. The final Adventuring phase witnesses the exploration of the Lonely Mountain, the killing of Smaug, and the final battle of Five Armies. The last Fellowship phase is resolved with all companions having returned to their respective homes. I'm quite impressed so far. If you've any questions, feel free to ask them. [/QUOTE]
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