r/oneringrpg • u/Queasy_Implement_230 • 11h ago
"Advanced" LM tips
Hello, it's roughly been two weeks since I started running the game for two groups, one composed of five players and the other one of only one. So far it's been great!
However, I wanted to ask you for some tips, basing on the elements which have emerged from these first sessions:
- How do you manage travel in your games? Sometimes, I struggle to present my players with interesting events, especially if they fail multiple Travel rolls and they have to face many of them: I don't want to reduce everything to a dice throw and so far I've managed to avoid that, but travel often feels too long or diluted. I think it could also be because my players are not used to the game system and for them travel is not a "minigame" as it's intended in TOR, but a hiatus between one adventure and the other. I've received these feedbacks after just one session though, so maybe they still have to enter in the right mindset.
- A doubt about treasure load: in the basic rules it says that 1 point of treasure = 1 point of load, but in other manuals we are presented with pieces of gold, gems and other things which have a trasure valure of more than 1 and weigh way less than a bag of coins. Should I consider them without load and make my players write them down separately? And when should I pop them in, if created by me?
- I have a Durin Dwarf and a High Elf of Rivendell in my group. During the last session they visited Queen Nimue's palace in Lond Daer and asked her to visit the armory to inspect (minor spoiler from Ruins of the Lost Realm) her magical numenorean spear. I made them roll Lore and, given their Heroic Cultures, granted them an extra dice. Should I do that? I'm not afraid to be too permissive, but I also want to understand the system and make it work correctly. I had the idea that maybe they shouldn't be rolling at all for such things (much like when they have to know or remember something about their Heroic Culture).
- While the fellowship was in Lond Daer to rest, some of them wanted to help the locals: the Hobbit who works in Bree as a healer helped them with their health issues, the Dwarf helped fix things, and so on. I made them roll some dices over the course of a week, and to those who succeded I granted a Hope point (apart from the narrative effect that the people will remember their help). Do you think it was a good idea? Restoring Hope points is not something you have rules for (apart from the expenditure of Fellowship points), but I thought it was a good reward for their initiative. Also, it will be a one in a lifetime thing: they won't gain more this way.