August 25, 2019

And the Road Goes Ever On...

Well, it's certainly been longer between updates than I'd originally planned.  Most of that was due to distractions of other things, mostly gaming and work in about that order.

So firstly, another birthday has come and gone, leaving me a little bit older and hopefully a little wiser than I was.  In spite of some annoying incompetence on the part of the Arkansas Postal Service, I did at last get the last of my birthday presents from Clan Whitson, including a cool geek t-shirt and some yummy home-baked chocolate chip cookies.

In terms of gaming, in spite of some unexpected shake-ups in the routine, I've been fairly active on that front.  A Star Wars campaign using FFG's system in which I played a youngish minor Jedi (Sentinel/Shien Expert/Padawan) named Colwyn Morningfire just recently wrapped up; with the GM saying it might be possible that we'll return to that group of characters at some later point, but that he wanted to run a different system and style of campaign for a little while.

In lieu of that Star Wars campaign, the GM started off a campaign using Cubicle 7's Adventures in Middle-Earth, which is there d20 version of their award-winning The One Ring game, set several years after the events taking place in The Hobbit.  We're starting out as 3rd level characters, and have a notable lack of Elves or Dwarves amidst our company, and with having 32 points to use to purchase our ability scores, each of us is generally pretty competent in our areas of respective expertise.

The GM has already said he's not running the game as being entirely "rules pure" and has adapted a couple elements from D&D 5e for the characters.  The first of these was importing the Inquisitive archetype from Xanathar's Guide to Everything for our Hobbit Treasure Seeker (C7's slightly reworked Rogue class) as neither of the existing AiME archetypes (Agent and Burgler) really seemed to fit the character concept she had in mind.  So we now have a Hobbit who's quite cheerful in spite being so far from the Shire, overly curious about most everything, and having the common sense of a Took; nobody's called her a "Fool of a Took!" but that may just be a matter of time.  She is however very good at Riddles, something she proved in the first session by getting into Middle-Earth's version of an impromptu rap battle by engaging in a riddle-contest with a bunch of bar patrons and trouncing the handily; likely helped that the player has researched and typed up a bunch of riddles to have on hand to recite.

The other house-ruled bit in this game is our Woodwoman Scholar has the ability to use actual D&D-style magic, having used her starting virtue/feat and 3rd level class archetype feature to gain a limited number of spells, most of which are cantrips with a single first level spell.  Narratively, her background is that she was taken in as a sort-of apprentice by Radagast the Brown (she really enjoyed Sylvester McCoy's portrayal in the Hobbit films, and felt having Gandalf as her mentor would have been too cliche).  Helpfully, Cubicle 7 listed a number of 5e OGL spells that fit the general themes of Middle-Earth, from which the character made her selections, most of them being various utility spells, with only one spell (Produce Flame) having offensive capabilities, and even then it's not that great.  The player (who is the youngest of the group) seems pretty content with what she's got for magic, and even with her primary experience of the setting being the Peter Jackson films grasps that D&D style spellcasters are not a thing in this setting, and that magical effects are far more limited, so not sure if she's going to try to finagle more spells or not.

Another imported D&D 5e elements for this group is a reworking of the Totem Warrior Path for our Beorning Slayer, with the spell-based abilities removed and a couple other abilities tweaked.  He's already stated that he intends to go full-on Bear Totem.

The last imported element being the GM having tossed out the Known Lands feature the Wanderer class (C7's reworking of the Ranger to remove all spell-casting) and replacing it with a slightly modified version of the Natural Explorer feature from the Revised Ranger presented in WotC's Unearthed Arcana series, done mostly so that he's got more freedom to send our party into various parts of the Wilderlands without having to worry about my Dunedain Wanderer's key class feature being of limited use, especially as we have a mage who has a bevy of at-will cantrips to her name. Though we've started out in Lake-Town, having come there separately for different reasons, I have a feeling the GM's going to have us be traipsing all about the Wilderlands during the course of our various adventures, so I admit it'll be nice to not have to worry about is the journey taking us through my character's Known Lands.  The bonuses provided aren't quite as nice, having lost the "double your proficiency bonus for Intelligence and Wisdom checks when dealing with a known land" and not getting some of the revised Natural Explorer's other abilities right away, I think it works out, trading overall potency for increased utility.  We're still fine-tuning, so I won't be posting what the current state of this revised-revised Natural Explorer is at the moment.

So far, it does seem like quite a fun group, having a Barding Warden with the Fallen Scion background having a bit of a casanova vibe and aspirations of being The Hero of the group, much to our Woodwoman Scholar's great dismay, while the Beorning Slayer and Hobbit Treasure Seeker are fast becoming the group's comedic duo.  My Dunedain Wanderer hasn't quite found his niche within the company's social dynamics, but we've only had one session so I'm sure he'll find his place soon enough.,

Sadly, the Saturday Discord group that I'm in had a disruption due to our GM struggling with various real-life concerns, leaving our Mutants & Masterminds 3e Emerald City campaign in a bit of a lurch.  Luckily, thanks the above AiME campaign, I got the notion to run an adventure using that game for the group while our GM briefly stepped down to sort a few things out.  It helped that we're all pretty familiar with the 5e rules, so we wouldn't have to try and learn a radically different new system for what was likely to be a one-off.  And so, with a company consisting of a Dwarf Fallen Scion Warrior, a Barding Harrowed Warden, a Hobbit World Weary Scholar, and a Woodwoman Lured by the Road Wanderer, I ran them through the Eaves of Mirkwood.  A couple players remarked on the oddity of playing actual first-level characters, but everyone had fun and enjoyed themselves.  Unlike a typical D&D adventure, there wasn't very much combat except towards the very end, and I think the "encounter" that the players had the most fun with was sitting and conversing with a trio of traveling dwarves over a meal of roast pig and fine mead, getting into a riddle contest and a contest of blowing smoke rings, the later of which our Hobbit sadly lost in spite of a great effort of going for a big finish.

One major change I did for the adventure was to frame it as a tale being told by Gandalf to a group of Hobbit children, with the introduction being Gandalf agreeing to tell the children a story (he was in an unusually chipper mood that late spring afternoon), which also let me set the stage for the players as to where and when they were in the timeline of Middle-Earth (five years after the Battle of Five Armies, and on the western reaches of Mirkwood).  I had thought about using Bilbo to tell the story, but decided to use Gandalf instead as I've always liked the Grey Wizard, cranky as he might get at times.  And after the adventure as written had concluded, I went back to having Gandalf conclude the tale and shoo the various Hobbit children away, with one of them hanging around just a bit longer to ask the old Wizard if indeed there were more stories of this company of adventurers, to which Gandalf told a very young Frodo Baggins that there were indeed, but those were stories for another time.  The players very much loved the use of the framing device of their adventure being a story told by one of The Wise, giving them a greater sense of accomplishment and tie to the world of Middle-Earth.  I can only hope that any further adventures I run for them are met with equal enthusiasm and appreciation, given that until this adventure, I'd had an abysmal track record when trying to run any sort of D&D game (most efforts crashed and burned by the third session at the latest, and several attempts during my 20's didn't even make it through the first session), so it was nice to have a D&D game (modified though the system was) be both successful and appreciated by the players.

I also have to say that I really like the Journey mechanics that Cubicle 7 imported from The One Ring.  It removes a lot of the "need to roll for random encounters" and the chart for Journey Events gives the GM a number of options to either roll for or choose from beyond "you run into a bunch of monsters, what do you do?"  I can see why a lot of GMs have decided to import the Journey rules into their regular D&D campaigns.

Well, that's about what's been going on of late for me.  I've got a notion for a smaller Star Wars RPG post, but that will probably wait for next weekend.

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