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TOR No More: Final Wrap-Up

Once again, real life has reared its ugly head. We’ve got some big life changes coming for one of our regulars, summer schedules are notoriously hectic, and it’s just been very hard to keep a dense game going in the long run. So I’m putting The One Ring to bed for now. We might maybe swing back around to it but if I’m being honest, we probably won’t. Pendragon and Mutant: Year Zero were both excellent long-form games and we could return to either, but probably won’t.

It’s been a good run! 10 sessions I think? And I have no regrets at all running it. Honestly I don’t even have an especially interesting postmortem. Here’s all I’ve got:

* The traits are the killer app of the game, even moreso than the Hope/Shadow economy. I think my favorite thing about them, truly innovative, is the mechanism that allows the players to roll dice when they normally “couldn’t.” That of course requires some sense of when dice can and cannot be rolled, which the game has (making common skill rolls during combat) but also is kind of hazy on (the GM has hard-framed a scene or consequence, maybe not knowing they’re doing hard framing, and the players intercede via a Trait).

There’s also this thing where a Trait can be used in lieu of a roll (that you could have already made) to succeed with a normal success. That works pretty well, but more than once there was this kind of vagueness about a) did the Trait give me the opportunity to roll? and b) so does that mean I’ve now succeeded? Just requires the GM always stay on top of the logic of the scene.

I like how Traits interact with advancement. I love how Shadow Traits bite you in the ass, actually making the game harder instead of easier as you advance. But maybe the most potent medicine in the cabinet is the fact that they provide such great guidance to play — especially the Shadow traits. There’s something super-powerful in knowing the track you’re on: players feel empowered to play their worst selves, even when motivated by nothing more than the virtue of doing so.

Traits are great. Highest marks.

* I should have paid much more attention to the Company Goal element. It’s so subtle but so important that all the players hash things out among themselves. It’s most definitely the game’s fruitful void: no social combat rules, no leverage, pure negotiating and compromising. It means the players themselves have no tools to go to, so I think quieter and less assertive players get the short end of the stick (the very oldest of table problems), but it is what it is.

It was super interesting to watch the Company Goal fall apart whenever I didn’t step in and ensure that it had been discussed. And it most assuredly did fall apart every time I didn’t specifically stop and make them settle on something. There was one outright argument during one of the sessions, even. Negotiating the Company Goal is completely core to the experience; if I ever return to this, I’ll make damned good and sure it happens every session.

It’s not perfect, though, since the GM (Loremaster whatever) has to spend a good bit of time in prologue before every session before the players have enough information to settle on a plan. Not the worst, not by a long shot, but it’s part of the game’s form factor.

I think if you stick to formalizing a Company Goal every session and you can be a hardass about rewarding XPs based on it, it’s a very solid method of encouraging communal effort. I’ve kind of gotten soft in my old age, though, and don’t love arguing with argumentative players who insist their efforts were aligned with the Company Goal (even if indirectly, obliquely, or by accident).

* Hope/Shadow is a very satisfying play economy. It evokes all the right feelings, gives the players both a sense of safety (I can succeed!) and a sense of dread (but at what cost?!). Solid design.

* There are tons of finicky little things about the game I wish were formally hammered out. True of every game ever published, of course. No “buts” attached to that. It’s just a fact. I do think the underlying philosophies of TOR’s game design are conflicted enough, though, that it’s hard to really nail down what they were going for all the time: trad with some new school gewgaws, with an extra layer of trad assumptions you have to filter for when trying to use the gewgaws. I’ve talked about that in previous threads and I don’t feel like re-litigating any of that. It makes me especially happy to play games where design and mechanical intent is straightforward (Burning Wheel, Apocalypse World, Fate, etc.).

* This was the first sprawling game in a very long time where I didn’t doodle up a Relationship Map. I love me a Relationship Map! But the fact that the Company travels around so much meant that I really needed to have lots of community-based r-maps maybe interconnected somehow. Some elaborate 3D thing maybe. Instead, I did up little tent cards for every NPC, with name and descriptive stuff on the front and notes to myself on the back. I’d set those up to indicate who was present in a scene.

This meant that sometimes I forgot about certain NPCs until I reviewed my notes (one sheet per year of play). It also meant that I could sometimes surprise the players when an old face reappeared. Not purposeful, just how it worked out.

* Related to the lack of R-map, kind of: I made a real effort to make all the Free Folk by-default friendly to the Company. Like, they might be suspicious of the Company if they wandered into a remote village, but the Company could reliably not worry about getting stabbed in their sleep everywhere all the time. Kind of an anti-Circle of Hands vibe, you know? I think the Cultural Title rules went a long way toward making this happen: oh hey, you’re heroes of the Woodmen, aren’t you? You’re one of Beorn’s thanes, awesome. And so on.

Sad but true: I don’t think hardly any of my other games feature friendly NPCs that will go out of their way to find, greet and be nice to the PCs. But, like, in our last session, Gierbald the Kinslayer (he’s nicer than his title makes him sound) kind of stumbled back into the Company after several years of absence and they all partied together. It was nice! And I think it helped the players feel not so isolated and distrustful.

That’s something I’m going to bring to future games: not everyone needs to apply negative pressure to the characters. Positive pressure, or even just friendship, is okay! (Duh.)

* I have Opinions on how to run the game as a one-shot. I think it could be done! Like as a convention game or whatever. I may try it. Mostly it involves building pregens that are pre-loaded with a Shadow Trait and maybe some temporary Shadow when the game starts. Get the economic pressures into play a little faster.

Annnnnd that’s it. Hope you’ve enjoyed the TOR posts. Thinking about what to run next!

The AP Series


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I founded the Indie Game Reading Club in 2010. I've written and developed RPGs since the mid-90s, now I mostly talk about playing them.

19 Comments on “TOR No More: Final Wrap-Up

  1. Social Contract and Practical Play
    I think we’ve reached the point in our campaign where there’s really nothing new about the system or the game itself that’s that interesting to talk about. Now it’s just the game we play on Tuesday evenings, aimed into the indefinite future.
    I think one thing that has interfered with my ability to run games for a very long time (I know, 10 sessions isn’t that long) is kind of a new development in my gaming life: I run out of things to talk about online! Ridiculous but I’m thinking about it.
    Stuff does in fact come to mind, though, after our last session:
    * It was a pure sandbox session. Lots of threads to pick up and run with, nothing really special happening in Darkening of Mirkwood year 2954. They could have helped the Woodmen open a safe passage through The Narrows between East Bight and the Black Tarn, but three of the four company members are now new characters, with just the hobbit remaining of the old crew. He’s the “old man” now, eight years a committed wandering adventurer far from home. He’s also got his first Shadow trait — Idle — and has taken to drinking and lazing about Woodland Hall. A minor local celebrity gone to seed.
    I like that! I also like the shift in generations. Is the company really the same company? Clearly it isn’t. And the memories of past characters really does add a nice texture to everything. The dwarf who went mad with jealousy and tried to kill the hobbit over imagined slights, well, his replacement (the player was unavailable for three weeks so three years have gone by since anyone’s heard from the dwarf) is a Woodman, Woodwoman?, who’s been told how terrible the hobbit is the whole time by her mentor. But she’s here anyway largely because of shit that went down years ago between strangers.
    The other newb is here on orders from the elf who went power-mad and raised an army of vigilantes to “patrol” southern Mirkwood and deliver rough justice: she knows she can’t really live with people any more but she’s still sincerely concerned for the hobbit’s well-being, so she’s sent a trusted Woodman to track down her old friend. It’s really quite lovely.
    The only character without a through-line to the first generation is also the one with the most tenuous connection to the Company, and it’s so obvious. Everything going on with him, a Beorning, is cut whole-cloth from the established backstory, and the handwaviest of handwaves between a trusted NPC (Bofri, the dwarf who wants to reopen the Old Forest Road) and the hobbit PC. It’s weak. And in this case, I think it’s actually okay — although he’s kind of a pariah. Hard to be a company with an untrustworthy outsider.
    Oh, anyway, since everyone’s new that means nobody but the hobbit really has the Wisdom to tolerate Mirkwood shenanigans. They’ve seen just how fast the Shadow can tear someone’s soul down, so they’re pretty resistant to going in unless they have to. Now they’re finding things to do outside the forest, and that’s cool.
    * A really interesting and semi-uncomfortable power struggle cropped up during play between me and, quelle surprise, the Beorning outsider’s player. I’m not even sure “power” is the right qualifier.
    The basic situation: we’re in an Encounter with Beorn hissownself. The Beorning PC has Awed his way into an audience, so he’s the only talker. They’re talking about this asshole NPC, Viglund, who has his own little parallel kingdom to the north and has been raiding and enslaving Beornings. Well, the PC thinks he’s gonna single-handedly walk into Viglund’s territory, call the guy out in single combat, and put an end to it. Beorn, who’s been fighting these assholes for years now, is more temperate — he wants the kid (he’s 19!) to gather intelligence.
    Anyway, details aren’t important. In the course of the Encounter the player says he wants to talk Beorn into lending him some men. That’s what he says: “Okay, I want to talk him into lending me some guys.” To which I say “Well yeah, but he’s skeptical of striking Viglund anyway so this is gonna be hard. Let’s say TN 18.” And the player pushes the dice away and says “nope, never mind.”
    Well…okay so now we’re in uncharted waters. Is TOR a “if you do it you’ve done it” kind of game? Not explicitly, no. Is TOR a “negotiate between players at the table until we settle on something” kind of game? Mmmm no, not explicitly. But Burning Wheel damage has been done with these folks! There is, I think, a constant implication that negotiating is a thing you can do.
    Yesssss that’s fine BUT! But but but the cat-and-mouse of the Encounter rules is an important source of tension! Me telling you the TN is an 18 isn’t an offer to negotiate, it’s a courtesy so you can just tell me if you’ve succeeded. But he knows he’s up against the edge of the Tolerance of the whole encounter and doesn’t want to deal with large-scale failure. And so he just doesn’t touch the dice. Pushes them away. Says “no” in a beat of play where “no,” to my mind, doesn’t belong.
    It’s weird, right? In one version of the world I suppose I could, you know, just stare him down. Or say he fails, whatever, rocks fall everyone dies. Or I can go along with it, which to my mind sets an unhealthy precedent. I went along with it, but now I’m thinking about precedent. Oh god, the accumulated common law of the game table.
    Now, in the future, I won’t announce TNs. But then that raises the specter of “you’re just making up TNs so I fail when you want me to!” To which I then say “Okay then you can make an Insight roll and I can tell you something about the conflict, like what the TN would be for this or say how close to Tolerance you are.” Which is just injecting more rolls, creating more chances to roll Eyes and run up the Mordor track (although they’re negotiating in a sanctuary, so that’s actually a non-issue in this particular case).
    But you can see the lawyerly head space this whole thing moves me into. I hate it. It’s one reason, I think, why the explicit procedures of Burning Wheel have worked so very well with some players in my group: they’re predicated on negotiating, on openness, and on mediating player disagreement. That’s hard to set aside even in a purposeful design.
    The Encounter rules in The One Ring are specifically built to incorporate gambling, to get them to push their luck. But gambling requires hidden information. It has to be there. It’s fundamentally incompatible with radical transparency.
    It’s a problem with few good solutions within the rules themselves. I even brought it up afterward but maybe I need to reframe the conversation a little.
    * Hmhmhm nothing else of real interest this session. Just kind of, you know, the shit that’s happening. But if gameplay is going to drift down this path much further — some basic rejection of GM authority — we might have to take a break for a while. Can’t really play a game if you don’t all agree to the rules.
    <- Part 9 | Wrapup ->

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  2. I’ll miss your One Ring posts. But as you say, 10 sessions ain’t bad, and it sounds like you got a lot out of it.

    In my games of One Ring as one shot, it’s failed in a single 3 to 4 hour slot for me (down maybe to me being too ambitious), but as a “double” game played over two slots it was superb. I’ll be doing more convention stuff in that format.

  3. “That’s something I’m going to bring to future games: not everyone needs to apply negative pressure to the characters. Positive pressure, or even just friendship, is okay!”

    I often forget to apply this principle, but it’s usually magic when I remember, especially for my long-running games.

    I’ll not likely play it, but thanks for your TOR posts.

  4. On the point about NPCs, I once had a good talk with a fellow who ran really good games where players would invest heavily in the world and in helping people and building communities.

    As I talked to him it seemed like one of his core secrets was having NPCs who aren’t total dicks. Which.. duh, right?

    I think sometimes we’re so interested in drama and hard choices and “realistic” people that we forget part of drama and hard choices and realism is that lots of people are decent, do form communities, etc. And if you want players to really invest in NPCs and build ties with them, having them be, you know, not total dicks all the time is helpful.

    If all your NPCs are difficult, annoying, etc. (much less bad, hateful, or outright liars) then your PCs are going to be heavily incented to be libertarian loner heroes. Because who wants to build a commune with a bunch of assholes?

  5. Oh man so true.

    It’s been super interesting to see which players really cottoned to the social landscape of (my) TOR and which ones did not. The combination of Company Goal and a world where folks are mostly decent, I think, fucked with their expectations so much that half my players felt frustrated and maybe didn’t have that much fun.

    There’s definitely something to be said for the grim satisfaction of crushing your opposition in Burning Wheel, but this game ended up being the opposite of that experience.

    Meanwhile, at least one and very often two of my regulars keep bugging me to run BW again. Now I’m thinking about how I might do it in such a way as to foil their urge for that grim satisfaction! Which makes me a terrible person, maybe. Customer is always right, etc. blah.

  6. Hm. All-friendly Burning Wheel… where the wheel burns so that you can roast marshmallows on it.

    I’m 100% in.

    Instinct: always bring a guitar to any gathering, in case there is a singalong.

  7. Songs!

    The TOR Songs rules from Rivendell are marvelous! I even enjoyed the occasional squirm of discomfort when the Hobbit called for everyone to sing “the traveling song” or whatever.

    I kind of hoped someone would write some lyrics and make new Company members learn it before they could go out.

  8. I find uniformly oppositional NPCs tiresome, it feels like I’m not getting anywhere. One of my beliefs is that players invest primarily in the things they invent or shape (e.g. their characters, NPCs they created in their backstory, their plans and the consequences of those plans) – so having an NPC come by and saying, “Hey, nice job taking down that orcnest!” is a cheap way for the GM to telegraph that they’re building on player offers.

    One of the things I’ve found in the Grunweld campaign is that 100% of the time I had an NPC do that, the PCs immediately asked them for a favor. This strikes me as exceedingly functional.

  9. If somebody could advise on how to prep TOR as a 4-shot before September, I’d be interested.

    If someone wanted to come to Minneapolis and run TOR as a 4-shot in late September, that would be even better.

  10. I would recommend that if one is going to go to Minneapolis they do so no later than November.

    Because after that it pretty much sucks for six months.

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