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Adventures in Middle Earth vs. a "regular" 5e campaign?

Started by Spinachcat, October 13, 2017, 03:14:11 AM

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estar

Quote from: MonsterSlayer;1024976Is there anyone using AiME materials from the books in non-middle Earth campaigns? I'm interested in adopting the journey rules though reading this thread it seems like maybe a weak point.

The overall idea is solid. It just that as presented in Adventures in Middle Earth they are tied heavily to the Middle Earth setting. But the more generic description of the event in the Loremaster Guide helps lay out the foundation of the mechanic. This makes it easier to see how it can be adapted to an arbitrary setting.

The basic gist is that you generate all the events of a journey as once. Longer journeys get more events but it not linear so never get out of hand. Then you can use your creativity as a referee to space out the events in a way that interesting. Maybe they are bunched up on a single bad day, maybe they are spread out.

There are three type of events. There is a single event that occur when you leave (the embarkation roll), one or more events along the route, and an arrival event.

It relies heavily on 5e's exhaustion mechanic which is a simple six step chart starting at having disadvantage on all ability check (including combat) and ending at death.

It works best with players that are willing to roleplay the results. Several events involve feelings of elation, wonder, discouragement, or  despair.

But the general principle of the mechanic can be adapted. There are only 12 embarkation results, 20 journey events, and 8 arrival results. They are split 50-50 between the good and the bad.


Quote from: MonsterSlayer;1024976I also like low magic which it seems to nail. It almost sounds like this could almost power a gritty Game of Thrones type campaign with a little effort. I know it would not be like Conan or something although the
madness rules could almost lend themselves to that.

It about 2/3rd of the way for a Game of Throne type campaign. The problem is that like Call of Cthulu and insanity resulting from "Things Man should not know.", AiME/TOR have the idea of the Shadow, a malevolent force with Sauron at the center that prey on those left spiritually vulnerable by misdeeds and evil.  GoT is much more nuanced.

Quote from: MonsterSlayer;1024976Is it worth scavenging for other than Tolkien?
Absolutely yes and everything useful for that is in the two core books. Just realize that there some work involved.

estar

Quote from: Robyo;1025047From what I've read of the Player's and Lorekeeper's guides, AiME appears to be a great system for playing a more gritty/low-magic version of D&D. Classes transfer over better than Cultures, I would assume.

The idea of cultures instead of race is readily adaptable although the specific will need to bet tailored to one's setting.

Bren

Quote from: Larsdangly;1024978... and the Audience rules seem like a good idea for added interest in social interactions.
Can you explain a bit about the Audience rules? Here or in a separate thread?
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Larsdangly

Quote from: Bren;1025217Can you explain a bit about the Audience rules? Here or in a separate thread?

Basically, an audience is any formal interaction with one or more NPCs, but the rules are generally aimed at interactions with important or high-status NPCs who are being approached to request help, hospitality, etc.. Every audience starts with a default attitude based on the respective cultural backgrounds of the PC's and NPCs. This then is modified based on the success or failure of a roll based on the 'Traditions' skill, made by a representative of the party. Once you know the basic stance of the NPC to the party, you can then make your request (or whatever), and the resulting reaction is keyed to a table.

estar

The audience rules are just on this side of fiddleness. What valuable is known the default attitudes various ME cultures have towards each other and the listing of NPC's expectations. The expectations provide positive and negative modifiers to the audience check. Even if you don't use the audience rules those two help a lot in roleplaying the people the characters met.

Bren

Quote from: Larsdangly;1025309Basically, an audience is any formal interaction with one or more NPCs, but the rules are generally aimed at interactions with important or high-status NPCs who are being approached to request help, hospitality, etc..
I was thinking "audience" like in a theater rather than an audience with the king. More clearer now thanks. :)

And of course there could be an audience (courtiers and what not) for my audience with the king. :D
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RPGPundit

Quote from: Larsdangly;1025309Basically, an audience is any formal interaction with one or more NPCs, but the rules are generally aimed at interactions with important or high-status NPCs who are being approached to request help, hospitality, etc.. Every audience starts with a default attitude based on the respective cultural backgrounds of the PC's and NPCs. This then is modified based on the success or failure of a roll based on the 'Traditions' skill, made by a representative of the party. Once you know the basic stance of the NPC to the party, you can then make your request (or whatever), and the resulting reaction is keyed to a table.

....why don't they just roleplay it?
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Larsdangly

That's a fair question, though you could generalize it to asking why anyone rolls anything for any non-combat interaction. Which begs the question as to why we roll anything for any interaction, in or out of combat. My opinion is that die-roll based rules are used to resolve events that have uncertain outcomes and to introduce a feeling of risk or gambling. Everyone seems to accept that this is how you should sort out what happens when you fire an arrow at someone. Some people think it an equally fun and valid way to sort out what happens when you try to befriend, intimidate, impress, etc. an NPC. I tend to agree - if this always gets handled as the players trying to wheedle something out of the DM the game devolves to 'mother may I'. And in my experience DM's manipulate outcomes and fall into ruts when they are asked to arbitrate everyone's reactions to every situation.

estar

#38
Quote from: RPGPundit;1025695....why don't they just roleplay it?

Yes followed by a dice rolls to see how well they changed the attitude of the target. But if the result obvious from the roleplaying then I will decide what change in attitude was. And AiME makes easier to adjudicate this by explicitly listing out expectations  for most NPCs.

Larsdangly

Of course roleplaying has to have some impact even when you use die rolling mechanics. If your approach to an audience in Thranduil's woodland court is to drop your pants and take a public dump, I'm totally cool with that but you should expect a negative outcome no matter what you roll on your d20.

RPGPundit

Quote from: Larsdangly;1025737That's a fair question, though you could generalize it to asking why anyone rolls anything for any non-combat interaction. Which begs the question as to why we roll anything for any interaction, in or out of combat.

Indeed!
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rgrove0172

Quote from: RPGPundit;1025695....why don't they just roleplay it?

Because it's your character doing the thinking and talking not you.

Spinachcat

Quote from: estar;1025751And AiME makes easier to adjudicate this by explicitly listing out expectations  for most NPCs.

Please explain this.

Razor 007

When I first encountered AiME, I thought; holy shit balls!!! I love the LotR trilogy, this has to be awesome!!!  But then I realized, I don't like railroad adventures; and the LotR would be a huge railroad.
I need you to roll a perception check.....

estar

Quote from: Spinachcat;1105405Please explain this.

Here is an an example from Wilderlands adventures

[ATTACH=CONFIG]3857[/ATTACH]
[ATTACH=CONFIG]3858[/ATTACH]
[ATTACH=CONFIG]3859[/ATTACH]

You could roll play by reducing everything to a dice roll. However for somebody like me who require roleplay first, roll second, it provide an outline of how to adjudicate the situation. The Expectation section defines specific factors that are important to the character, in this case Lindar. The outcome section nicely summarize the range of possible results. The section also explains what skills could be relevant.

Now for my Majestic Wilderlands this would be overkill but then I been running it for several decades so I have internalized my version of the above. The way AiME does spells out for me (and presumably others) the nuances of roleplaying Middle Earth in a clear cut format. I like it because it helps me run a Middle Earth not Rob Conley's Majestic Wilderlands  with Middle Earth place names. Furthermore it not too verbose although other sections are like the character creation rules.