Play styles: Adventures in middle earth vs The One ring

The place for discussion of Cubicle 7 and Sophisticated Games' "Adventures in Middle-earth" OGL setting.
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Soninlawofelfland
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Re: Play styles: Adventures in middle earth vs The One ring

Post by Soninlawofelfland » Sat Mar 04, 2017 1:25 pm

Paid a bod yn dwp wrote:
Cheers - Sounds good. Have you felt the need to house rule the group fellowship mechanic in AIME, to be more in line with TOR?
Actually no, maybe if my group was smaller. Since both do a good job over all, I'm fine with letting each be their own thing.

Paid a bod yn dwp
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Re: Play styles: Adventures in middle earth vs The One ring

Post by Paid a bod yn dwp » Sat Mar 04, 2017 3:15 pm

Thanks for the feedback - appreciated

Paid a bod yn dwp
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Re: Play styles: Adventures in middle earth vs The One ring

Post by Paid a bod yn dwp » Mon Apr 03, 2017 11:04 am

Just a quick update .

I picked up a copy of AME players handbook from my local games store. I've glanced through it, and I have to say I'm very impressed. Quality is great, both in presentation and writing. Thanks all for contributing to this discussion, it helped to clarify my decision.

The One Ring also looked superb. However for now I feel that AME suits my needs. Its a 5ed framework I like and am familiar with.It appears to have been brilliantly utilised by cubicle 7 for Adventures in Middle Earth. Creating a real standalone game with great depth. Looking forward to reading AME in more detail.

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Soninlawofelfland
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Re: Play styles: Adventures in middle earth vs The One ring

Post by Soninlawofelfland » Mon Apr 03, 2017 3:45 pm

Yes. I'm glad C7 has done such a lovely job with both lines; they both fill different niches and it's great they've been able to fill both with the same excellence. I would love to play tOR, but I'm glad I have AiME so I can play more often with more of my friends. But I've bought more tOR stuff since AiME came out—so they get my money coming and going ;)

torus
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Re: Play styles: Adventures in middle earth vs The One ring

Post by torus » Sun Apr 16, 2017 6:08 pm

Interesting discussion. I just picked up AiME and am looking forward to playing around with it. Personally, as an old MERP player, I suspect AiME will facilitate the kind of play I want better than TOR, because while I want to explore a fairly faithful representation of Tolkien's world, I don't want to adhere so rigidly to the narrative themes of his books.

My impression is that TOR supports a style of play in which the idea of a fellowship and the concepts of hope/shadow are at the forefront, as they were in the LotR. I like the idea of those but want them more in the background. I'm not even averse to introducing little more magic, as I don't subscribe to the minimalist interpretation of Middle-earth (i.e. that if it's not in the books it doesn't exist). For example I would challenge the idea that wizards == Istari, since it seems to me that when Gandalf is described by common folk as a wizard, that implies the existence of a broader category of individuals; I don't think most folk would even be aware of the Istari and their nature.

Either way it's an aesthetic judgement, but it seems to me AiME allows that kind of freedom more easily than TOR.

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Re: Play styles: Adventures in middle earth vs The One ring

Post by M Luwin » Tue Apr 18, 2017 5:02 pm

ThrorII wrote:
Mon Feb 06, 2017 3:19 am
Paid a bod yn dwp wrote: I wonder if there are suggestions in the new Loremasters guide?
Surprisingly no. But, like I said, using Hero points from the DMG (call them Hope points) gives a similar diminishing pool of points for a +1d6 to a roll (refreshing every level gain...). You can rule that if you reach 0 Hope/Hero points, you gain 1 Shadow.

You can also rule that each character gets a number of Hope/Hero points equal to their Wisdom score (thereby making the Hope/Shadow economy linked in a way). Hope/Hero only refreshes with a new Undertaking (see the TOR undertaking for this). The group can then get a group Fellowship pool of Hero/Hope points that refresh each session (+1 additional for each Hobbit).

The problem with introducing Hope economy is that it really undermines the Inspiration economy. Inspiration requires the character live up to their Distinct Features, Specialities, Flaws, etc. Hope allows them to spend freely without regards to their characters. Conversely, if Inspiration is given as freely as the game suggests, then why spend Hope/Hero points for a 1d6 bonus, when Inspiration givs you what amounts to a guaranteed +5 and Hope has consequences if spent (Shadow points).
I have been thinking on this. What if you keep the Inspiration as an individual award but allow Fellowship Hope points. One for each member of the fellowship +1 additional for each Hobbit. That way you get both and especially for a low level group it helps for survivability and allows them to act a bit more heroically. Cheers

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Morgoth
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Re: Play styles: Adventures in middle earth vs The One ring

Post by Morgoth » Tue Apr 18, 2017 6:40 pm

Yeah, I've replaced the Inspiration System with Action Points (I still call it Inspiration though). I actually have done similar things in a normal D&D game before as well, and it worked out well. But in my AiME campaign, each character has a maximum number of Inspiration equal to their Charisma score (because otherwise, it's not a very useful stat and I think it makes more sense than wisdom). They regain it the same as in TOR, by a fellowship pool and by fellowship focuses.

For traits, I usually give them advantage on a roll that involves their trait, or an auto-success if the DC is low enough.
I smashed down the light and dared Valinor
I smashed down the light, revenge will be mine

M Luwin
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Re: Play styles: Adventures in middle earth vs The One ring

Post by M Luwin » Tue Apr 18, 2017 7:04 pm

I like the Charisma Mod being the Max number of Inspiration they can have. I usually let everyone start with one as most of the PC's start at 1st Lvl. Might do this and add the Fellowship Pool for Hero Points as a House Rule. Blessings

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ThrorII
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Re: Play styles: Adventures in middle earth vs The One ring

Post by ThrorII » Tue Apr 18, 2017 11:25 pm

I'm keeping the Inspiration mechanic in our future AiMe game, but I am introducing a group Hero Point (Fellowship Point) system. Like TOR, it will be 1 per member, +1 per Hobbit. They will be utilized like Hero Points (+1d6 bonus on a roll, per point spent, 1 point per roll allowed, can use 1 point to auto pass one death save), except refresh each session and you can use them to power special abilities that require the use of inspiration, if you don't have inspiration. Like TOR Fellowship points, you will need 1/2 the group to buy in to the usage, or gain 1 Shadow point.

Paid a bod yn dwp
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Re: Play styles: Adventures in middle earth vs The One ring

Post by Paid a bod yn dwp » Wed Sep 27, 2017 7:25 pm

ThrorII wrote:
Tue Apr 18, 2017 11:25 pm
They will be utilized like Hero Points (+1d6 bonus on a roll, per point spent, 1 point per roll allowed, can use 1 point to auto pass one death save)
I recently just noted that the Warrior Archetype's knight has pretty much the same mechanic/theme built into "Officer" ability, as the DMG hero points. It struck me when reading that it was a close fit for emulating TOR's Fellowship pool in AME in a beneficial sense.

Also there are hints of a potential "fellowship focus" equivalent, in the knights "Sworn Defender".

I'd be very interested to hear the designers views on introducing a form of fellowship pool and fellowship focus for AME. How would they suggest doing this? It seems such strong thematic of TOR, I'm surprised it was left out of AME




Edit: Perhaps another reason cubicle 7 didn't introduce a form of fellowship pool for AME, is that it treads on the feet of many specialist class abilities that benefit specifically allies/comrades, or if you prefer "fellowships". Class abilities potentially effecting a fellowship such as:

The knights Mark of honour Officer ability,
The Slayers Horns Blowing Wildly .
In particular the Wardens Class abilities Wardens Gift, Campfire Tales, Song of Slaying, and An End Worthy Song

Through comparing AME with TOR in terms of player character abilities, I've noticed that its really the addition of class features in AME which distinguishes the 2 games. The rest of the abilities have direct equivalents. Virtues map exactly, and skills all have there equivalents in both games. It seems that the class abilities are the extra layer that AME provides over TOR for good or bad depending on your play style. There doesn't appear to be an equivalent in TOR for AME's class abilities.

Having had a chance to read TOR in more detail I'm very impressed with its elegance and evocation of Tolkien's themes. Its certainly designed from the ground up to portray Tolkien's themes. In particular its these unique aspects of TOR that shine out strongly for me:

The Hope/hate economy
The fellowship pool/focus
The endurance/fatigue/wound system also seems very inline with the sense of danger and ordeal portrayed in the books.

Also combat in TOR is very well designed, and much more colourful then I thought it would be. It all fits together very well to evoke Tolkien's books brilliantly.

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