My gaming group gathered together to play some board games
last fall, reconvening after our Deadlands Reloaded game had come to a
premature conclusion due to summer. We hadn’t convened to play anything for
months, so we settled down to give some board and card games—both new and old—a
whirl.
I brought along my copy of Hobbit Tales from the Green Dragon Inn. I had purchased the game at
Gen Con 2014 after hearing good reviews about it and I had the chance to play
it a few times with other friends prior to this get-together. I figured it be a
good match for these folks, given our long history of roleplaying and
collegiate theatre. I wasn’t disappointed (aside from the fact the game doesn’t
contain enough scoring chits for larger groups) and we had a great deal of fun
coming up with implausible and highly-entertaining tall tales as the game
played on.
While we were playing Hobbit
Tales, one of my regulars, Scott, remarked that he owned a copy of The One Ring RPG and thought it looked
promising, but wasn’t sure how it would play, given that it relies a lot on the
game master being able to quickly incorporate player proposals into the game. I
also owned a copy of the original slipcase rules and was impressed with both
the games design and appearance. A number of people whose opinions I respect had
also chimed in about how well it plays. Despite these positives, I doubted that
I’d ever be able to wrangle four people into playing The One Ring given its Tolkien origins. While most of my players
and friends are readers and fans of fantasy literature, we’re assuredly not an enclave
of Tolkien scholars.
Scott’s statement about the game requiring a good game
master to play it effectively smacked of a challenge to me. I after all once
ran a game of Dallas the Roleplaying Game
set in the far future on the grounds that “There are no bad games, just bad
game masters.” I saw this as an opportunity to give the game trial run and see
if I could pull off a Tolkien-based RPG. I proposed we get together and play
through the introductory adventure included in the game, “The Marsh Bell,” and
see how we liked The One Ring. Scott,
three of my other longtime players (Dan, Dave, and Tom), and my girlfriend,
Mary (herself a hardcore fan of The Lord
of the Rings), agreed and we set a date to get together and create characters.
On October 27, 2014, we sat down to embark on a trial session
of The One Ring. We spent the first
part of the evening creating PCs (which took some time given the two rulebooks
amongst five players), and the end result was a company comprised of Amaline
the Beorning (Mary), Calvagh Flame-Fur of the Lonely Mountain (Tom), Denethor
of the Woodland Realm (Dave), Fie Coppercrusher of the Lonely Mountain (Scott),
and The Silent of the Woodmen (Dan). We had just enough time to play through
the opening act, a meeting with Glóin wherein he hired the company to seek out
the famed dwarf Balin and another mysterious companion believed lost on the
road.
We played through the rest of the scenario over the course
of the following weeks, concluding the adventure with a triumphant rescue (I’ll
skip the details so as to not spoil it for others or bore folks with a
prolonged actual play summary). We took a vote and all agreed to continue on
with the game. Because I wanted this to be both fun and a minimum of prep work
for me, I declared we’d play through the adventures contained in Tales from Wilderland, the first
anthology of adventures produced by Cubicle 7 for game. We’ve just completed
the third of those included scenarios and interest remains high. In fact, I’ve even
been working on a prolonged campaign arc of my own devising that deals with the
potential return of the Witch-king of Angmar during the years between the
events of The Hobbit and The Lord of the Rings. Our next session
should see the company beginning to become embroiled in those dark events by
their own choosing.
We try and squeeze a session of TOR in every other Sunday,
but real life often pushes the game back an extra week, meaning we meet either
every two or three weeks. We’ve just concluded our fourteenth session, making
it the longest campaign I’ve run in about three years, and are scheduled to
play this coming Sunday. From the Loremaster’s chair, the players still seem
enthused about the game. We did have two players create new characters to
address both the company’s utter ineptitude when it came to social situations
and because they wanted to try character creation again now that they had a
better grasp of the rules. Exit Calvagh and Fie and enter Dordin of the Lonely
Mountain (Tom) and Milo Puddifoot of the Shire (Scott). The group also picked
up a sixth player, John (or Jase, depending on whose speaking), and his
character of Brand the Barding. The company now has representatives of all six
starting cultures included in the rulebook and a wide array of skills
applicable to most situations.
All in all, I’m finding that despite being set in
Middle-Earth, I don’t feel tied down with canon. The default setting of Wilderland
has enough room to pursue new ideas and introduce new characters, even when
including the additional material developed by Cubicle 7. The rule mechanics
are a nice mix of old school and new school, and excel at capturing the feeling
of Tolkien’s tales. For a person who never expected to be running a game in
Middle-Earth, I’m certainly having a blast doing so! I hope we continue on for
a while and the company becomes the heroes they truly deserve to be.
In the future, I’ll have more to say about The One Ring campaign and some of the
material I’ve developed for it. But we’re also looking at another round of the
SBG before next week’s TOR game, so my mind is slowly being dragged back
towards the miniatures game. We’ll take a look at Battle Games in Middle-Earth issue #2 next and the forces of Good
that came with it.