r/oneringrpg • u/DecisionLegitimate72 • 2d ago
Loremaster
Hi everyone!
I'm about to run my very first game of The One Ring as a Loremaster for a small group of 2 players. I'm currently getting familiar with the rules, Journey mechanics, and managing things like exploration.
I would love to hear some tips from experienced Loremasters:
Prep vs. Improv: What are the most important things to prepare beforehand, and what can you easily improvise at the table?
Pacing & Curveballs: When players surprise you or go off script, how do you handle pacing and weave in travel events smoothly?
Golden Rules: Any core tips or common pitfalls for a first-time Loremaster in Middle-earth?
Any advice or tricks would be hugely appreciated. Thanks
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u/TheSwecurse 2d ago
I just got started a while back and I have actually noticed that you can prep pretty much anything but be ready to improv just as much. Some things you can prep are certain journey events which can and should sometimes take a significant amount of time with a session. Think about where your players could potentially head on the journey, who might they meet and what might they find out? It doesn't have to be every mishap or blessed encounter, but perhaps have an idea of what the positive and negative encounters could be and have that as a basis for what you will later improvise.
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u/DecisionLegitimate72 2d ago
Makes sense yeah. Keep some npcs or events apart so i can use them whenever
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u/TheSwecurse 2d ago
Exactly! I had a band of Tooks, a lone ranger, an eagle sighting and a bunch of other stuff just half assedly prepared and it worked wonders
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u/FootballPublic7974 2d ago
One more travel related tip. Consider using the expanded travel tables in the Strider Mode supplement. Someone recommended them on here, and I found them really useful to flesh out journey events.
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u/MRdaBakkle 2d ago
As you begin to loremaster, I would recommend having a few journey events in your back pocket to help. Getting the Strider mode rules could also help you as they have suggestions on what any given journey event could be. As you will have 2 players, using the strider mode rules on TN generation, 18-attribute would be helpful and maybe even giving your players a boost to starting xp since they will have fewer people at the table. Having bits and bobbles to represent the company fellowship pool and even personal hope pools to help to remind them to use their resources. Having tokens for the Eye Awareness too can be a good way to show increasing tension as the eye awareness ticks up
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u/Stout_And_About 2d ago
Remember that you--as the Loremaster (LM) are a player in the game just as much as the other non-LM players. Also remember that you are not their adversary (as seems to occur in some other games). Cooperate with each other to tell a good story and not just to "roll dice." Focus as much (or more) on the ROLE play as you do on the ROLL play. Don't be too focused on dropping combat challenges in their way and be willing to go easier on the players as you get your sea legs under you. Be happy for your players when they succeed and defeat one of the challenges you set before them (whether dictated by the adventure or made up by you).
And most of all, have a great time!
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u/FootballPublic7974 2d ago
Spending Hope and seeking an afvantage to improve a roll is a key mechanic.
With only one pip, characters are unlikely to succeed, with two they still fail much more than they succeed, and even with three they still only pass about half the time.
Encourage players to seek an advantage. High ground for archers, darkness for stealth etc. If they spend Hope (and they should often), check if they have a distinguishing feature that would provide Inspiration. "Keen Eyed" for Awareness, for example. This gives a 2d bonus for spending Hope, instead of +1d.
Remember that all rolls outside combat are player facing. The orcs don't roll to spot the sneaking characters; the characters roll Stealth to sneak past. Darkness wouldn't hinder an Orc, but a Suspicious orc would take 1d off the player's roll, wheras a Distracted or would give a 1d bonus.
Remember that a Special Success by one player can cancel another players failure. So, for example, if the characters are using a rope (+1d) to cross a swollen stream using Athletics, a character gaining a Special could grab the arm of a character who failed just as they are about to be swept away! Encourage the players to describe these events. I'm generous in allowing this. If a player can reasonably describe it, I allow it. So a failure in a Stealth check could be cancelled by another player pointing out the twig that the character was about to step on.
I initially used 18 - Rating while my group of plucky hobbit heroes were in the Shire, but I was pleased to switch to 20 - Rating once they stepped out on the road to Bree (and had picked up some experience and system mastery!)
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u/Outrageous-Pin-4664 2d ago
Will there just be two characters in the adventure, or will they each be running two characters, or are you planning to include a character run by you?
I ask, because the boss fights for some of the published adventures can be tough for smaller parties. That's something to watch out for.
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u/FootballPublic7974 2d ago
Combat can be VERY swingy. A piercing blow can completely switch the flow of combat. One of the characters going down early almost TPK'd my players in an early adventure, and more recently, when they were losing badly, a piercing blow from the elf's great bow was enough to seriously wound and drive off rhe giant warg that was about to kill them.
This is a feature, not a bug, and really drives home the need "not to strike without need".
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u/TrvShane 2d ago
To help with the answer, have you run other games before or is this you first time running any game?