Posted in General

The Door Locks Behind You – Preview

More and more zines from Kickstarter’s latest zine quest are being completed. For The Door Locks Behind You (TDLBY) there is now a playtest package available. I’ll give you a preview of what you can expect.

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Posted in Report

Forbidden Lands – Report #4 „Silberheim“

With a lot of delay comes my short report on our last session of Forbidden Lands. It is currently my only group; I hope that this will improve soon and that we will be able to experience longer adventures again.

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Posted in Introduction

The Scourge of the Scornlords – Introduction

The PDF was already available in advance, but now I finally have my package with the rewards from the Kickstarter of The Scourge of the Scornlords (hereinafter simply Scornlords). The setting and the aesthetics made me curious, but what made the difference was the fact that it is a crazy sandbox for old-school essentials.

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Posted in Preview

The One Ring RPG Second Edition – Insight “travel”

After the character creation and an overview of the new edition of The One Ring RPG (TOR), let’s take a look at the revised rules for travel. I had already voiced my concerns, so I wanted to try it myself.

First, I completed my group and in addition to my Saradas, the hobbit scholar from character generation, there are Emma Asterfire, a messenger from Bree, the treasure-seeking dwarf Burin and the elf champion Durandir. The table on the roles shows which skills are important for which role and so Emma serves as a guide, Saradas as a scout, Burin as a lookout and Durandir as a hunter.

Since there are no new maps yet (with some adjustments you can use the old maps), I fictitiously planned a journey of 12 hex fields, without difficult terrain and everything in a safe area. One field corresponds to 20 km and so the route has a length of 240 km and should take 13 days.

At the beginning the guide makes a marching test and rolls for travel, since this is a favoured roll for Emma, ​​she is allowed to roll two feat dice and receives a 7 and a 12 (Gandalf’s rune). Therefore, the test is automatically a success. The success dice show 5, 3 and 6, i.e. another success and so the first event of the journey is four fields away (if successful, 3 hex fields + 1 for each further success). As a loremaster, I roll a success die and a feat die to determine the target of the event (i.e. which role is affected) and what kind of event it is. The 4 on the success die means that all hunters are affected. Because we are in a safe environment here, the feat die roll is favoured, so I can roll two dice, as a result I get a 1 and a 6, the latter being chosen results in a mishap. Durandir has to choose whether to test hunting or athletics, he chooses the latter because this skill is favoured. He receives a 1 and a 4, as well as 1 and 5 on the success dice, so a failure. Something went wrong during the hunt and took way more time. The group loses a day as a result. Everyone gets two fatigue points, since it’s spring.

The second marching test is successful again, but without an additional 6 on the success dice. The next event is three hexes away. This time with a 5 the role of the guide is chosen (it is again a mishap) and Emma has to put a test on lore or travel. The test on travel is successful (a 22 against the target value of 15) and there are again 2 points of fatigue for the group.

The third marching test is again a success with an additional success and so the next event waits 4 hexes further for the group. Saradas is used as a scout and fails a test of craft with a 9 against his target value of 15. Therefore, there is no such thing as a chance meeting with a potentially useful person. At the end there is the fourth marching test, the next event would be three spaces away, but the destination has already been reached and so there were only three events on the way. The trip took 14 days, so our heroes arrived a day late.

I’ve just played everything through on my own now, of course more has to happen in a group and the events definitely have to be played out properly, otherwise traveling is more of a burden. I think it’s a shame that the new version gives much less examples on events than the first edition. In addition, I’m still very unsure whether I like the changes or not. I think the new way for the fatigue points is good, but I’m missing something. It also bothers me that not everyone in the group is always involved. I like the principle of Forbidden Lands even better because every group member makes their contribution and is always involved.

My impression so far is that with the new variant, traveling, similar to a montage, is pretty much summarized. I could imagine that one or the other group of players might not like that. For the fact that travel plays (or should play) such a big part in TOR, it seems very slimmed down to me and more a collection of fatigue points than a highlight of a session. However, I just have to experience the whole thing live with my group before I can make a final judgment.