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12:24, 19th April 2024 (GMT+0)

OOC: Out-of-Character chat.

Posted by LoremasterFor group 0
Loremaster
GM, 18 posts
Tue 3 Sep 2019
at 03:14
  • msg #1

OOC: Out-of-Character chat

I've updated the New Traits section to include Fellowship Focuses. In addition, each PC will start out with 1 Hero Point.
Loremaster
GM, 19 posts
Wed 4 Sep 2019
at 04:17
  • msg #2

OOC: Out-of-Character chat

So far, we’ve had a number of interested RTJs, which is great. Among the proposed PCs are Rohirrim, hobbits, dwarves, an alchemist, and a merchant-scholar, among other ideas.

It’s always good to have fighters, and having a good stealthy character and a character familiar with lore will be helpful. Magical healing won’t usually be available outside of visiting someone like Elrond, so more mundane forms of healing like First-Aid, Physician, and Esoteric Medicine will be important. At least one character skilled at Fast-Talk or Diplomacy would be helpful, too.

One interested person asked why the PCs are adventuring together, a very good question. Once we have some PCs more fleshed out, I’d like you all to think of connections to each other. One motive might be to band together to protect your homes from Orcs and worse threats. Another might be to band together for adventure, profit, or to seek a place for yourself in the Wilderlands.
Loremaster
GM, 20 posts
Wed 4 Sep 2019
at 05:15
  • msg #3

OOC: Out-of-Character chat

One person had a question about expected skill levels. In games I play, I’m often guilty of creating characters with no skill over 12 except maybe Winemaking or something.

There are a number of different perspectives on Attributes and Skills, and I generally follow the guidelines on Basic - Characters p. 172. Average people have attributes ranging from 9-11, with skill levels ranging from 8-13. Skills used in a job are typically at level 12-13.

Skill-14 is considered expert level, and often these skills are not improved on further by ordinary folk. Master skill levels are at 20 to 25.

Skill level 10 means success 50% of the time, skill-12 gives a 74% success rate, and skill-15 gives a 95% success rate.
The average NPC will have 10 in the 4 main attributes, with a +/- 2 range for each attribute. Merchant guards probably have skill-12 in their primary weapon; run-of-the-mill bandits might range from 10-12. Experienced merchants are probably at skill-14. Veteran Rohirrim may have skill-15 or 16 at Spear and Riding. An Elven master swordsman is probably at 23 or 24, representing an Elven lifetime of training, with additional training in different Techniques. Elrond probably has a similar Physician skill level.

The expectation here is that your PCs are beginning level heroes. They may have some experience under their belts, but they probably don’t have more than 8 skill points invested in any one skill. However, they are heroes, and heroes are often made of sterner stuff than them average person, so I expect to see attributes ranging from 10-15.

I suggest that your PC has at least one skill at 14-15, whatever their primary skill is (maybe 4-8 points invested here). Secondary skills should be at around 12-13 (2-4 points), and tertiary skills are maybe at 11-12 (1 pt each).
Loremaster
GM, 21 posts
Thu 5 Sep 2019
at 04:33
  • msg #4

OOC: Out-of-Character chat

I'm turning off the Players Wanted flag now that we've had a number of interesting applicants. I'm still working behind the scenes with most of you.

Once I've okayed your character concept, make sure you give me a character name, and I'll add you so that you can add your character sheet.

Once you have your character sheet, you can pick out a portrait (if you prefer). More importantly, I'd like you to write up a character description.
Loremaster
GM, 22 posts
Thu 5 Sep 2019
at 16:23
  • msg #5

OOC: Out-of-Character chat

Things are coming along well. A few of you have already submitted character sheets, and most are in variously stages of the planning process. Let me know what I can do to facilitate the process.

Hopefully we can finalize everything over the weekend and begin the game proper early next week. We’ll be starting out in the town of Dale, so you can think about what has brought your character to the area.

Note that you can (but are not required) to take Sense of Duty (Adventuring companions) as a Disadvantage that does not contribute to the -50 Disads limit. Companionship and camaraderie are important themes in both The Hobbit and The Lord of the Rings, and this SoD is a natural fit for these kinds of games.

A new trait that is available to you is a Fellowship Focus. Each character may take one. It’s not required, but it’s a mechanic from The One Ring that I wanted to try in this game. It’s worth 0 points because it has some benefits and drawbacks, but I hope you’ll consider taking it, if not now, then after our first adventure.

A mechanic I’ve borrowed from another GM is Hero Points, a one-time use of the Luck advantage, and the Fellowship Focus can tie in to Hero Points. (This is in lieu of the Hope mechanic from TOR which I decided not to incorporate in this game).

Lastly, please read up on the Shadow. The Shadow is a real threat in this game, and Shadow Points have some similarities to Corruption checks in GURPS: Horror.
Gram
player, 1 post
Thu 5 Sep 2019
at 16:34
  • msg #6

OOC: Out-of-Character chat

Hello everyone. Glad to be here.

I should be able to finalize Grams sheet and description over the weekend.
Jody
player, 1 post
Thu 5 Sep 2019
at 20:34
  • msg #7

OOC: Out-of-Character chat

Hullo Gram, It's myself, Jody of East by-and-by, and a fine day it is, tho'd be finer if we were starting today.
Loremaster
GM, 25 posts
Sun 8 Sep 2019
at 04:30
  • msg #8

OOC: Out-of-Character chat

I know it's not incredibly realistic, but don't worry about the weight of your coins. Do be realistic - Scrooge McDuck-sized bags of gold are going to weigh you down.

Before you set out on wilderness journeys, make sure you bring food, water, and a light source.

So far, one PC is pretty much done. 3 have given me their first draft of their sheets, and they're looking good. 3 more are in various planning stages.

Right now, I'm looking at starting by Wednesday, but we may start earlier if all the characters are ready to go.
Mock Ironside
player, 1 post
Sun 8 Sep 2019
at 05:09
  • msg #9

OOC: Out-of-Character chat

In reply to Loremaster (msg # 8):

Yeah need to sort out a beast of burden and food, then good to go! Dwarf from the Iron Hills here...
This message was last updated by the player at 08:19, Sun 08 Sept 2019.
Mock Ironside
player, 2 posts
Hails from Iron Hills
Decked in Iron
Sun 8 Sep 2019
at 09:41
  • msg #10

Some suggestions

In reply to Mock Ironside (msg # 9):

Subject to GM approval, have some suggestions for those kitting out, other than armour and weapons!

I have some small beast(s) of burden and a 6 gal waterproof barrels (LT34 for containers) one for water, plus one for carry food, but ran out of cash for extra food and Group Basics and a tent. How many of us do we have?

Group Basics:        $50, 20 lbs
2 Man Tent           $80, 12 lbs (2 close friends)
4 Man Tent          $150, 30 lbs (4, close friends!)
Legionnaires tent   $225, 45 lbs (6 to 8 comfortably), DR 1 (LT32)

I also have a fletchers kit and a cut-down smithies kit (LT30). Suggest everyone get a it like below, and perhaps one other person get a beast of burden for the tent and group basics.

Mock's Suggested Basic Survival Package for each person

Backpack, Small        $60     3 lbs
Personal Basics         $5     1 lb
Blanket                $20     4
First Aid Kit          $50     2 lbs
Wineskin               $10     8.25 lbs (Full)
Travelers Rations x10  $20     5 lbs
Rope 3/8" x 50 yds     $25     7.5 lbs
Oilx5 Pint             $10     5 lbs
Sealed Oil Lamp        $10     1 lbs  Or pick one from below!

Total Package         $210     36.75 lbs

A beast of burden will ease the problems of carrying things: Small Mule for $1000 is a good place to start.

Options for light (penalties from Magic: P110)

Torches, 1 hr, $3, 1 lb, -3 Light penalty
Pitch Torch, 2 hr, $7 1 lb, -3 Light penalty (LT33)
Sealed Oil Lamp, $20, 2 lbs, 24 hrs/pint -4 light penalty
Lantern, 24 hrs/pint, $20, 2 lbs, -4 Light Penalty (From Basic, but LT suggests these were covered Lamps)
Tallow Candle,  12 hrs, $5, 1 lbs, -5 Light Penalty, Smoky, Smelly!
Beeswax Candle,  12 hrs, $9, 1 lbs, -5 Light Penalty, Not Smoky or Smelly!
Small Sealed Oil Lamp, 8 hrs/ 1/3 pint, $10, 1 lb, -4 Light penalty (GURPS Underground), Can be strapped to helmet.

Helmet Lamp. Shuttered, hands-free lantern that throws a five-yard beam. Attaches to all popular helmet patterns. Burns for 12 hours on 1 pint of oil. $100, 2 lbs. Light Penalty -3, in beam??
This message was last edited by the player at 09:53, Sun 08 Sept 2019.
Thibault
player, 1 post
Sun 8 Sep 2019
at 12:53
  • msg #11

Some suggestions

Unfortunately as starting wealth is only $1k, a mule is out of my price range. So don't worry about it if your Move is higher than 3, because I'm at Medium encumbrance and that's how fast we're going to be moving.
Jody
player, 2 posts
Sun 8 Sep 2019
at 13:07
  • msg #12

Some suggestions

Jody weighs about the same as your suggested kit, lol.

& I think it all depends on where we start.  Once we meet up, we can chip in on a mule if we decide.
Loremaster
GM, 26 posts
Sun 8 Sep 2019
at 16:21
  • msg #13

Some suggestions

I love planning for journeys, and you'll need to do so in this game (though I'll keep it that part brief - it's too easy to get bogged down in minutiae).

Keep The Lord of the Rings and The Hobbit in mind as examples, or if you have experience hiking or in the military, consider what you know about long distance journeys. Pack only what you need. Every ounce counts. I think a total kit for a modern soldier is from 60 to 120 pounds, or maybe 1/3 of their body weight, and for a hiker less (maybe 1/5 of body weight), but you guys will have armor as well that weighs you down.

The dwarves in The Hobbit used ponies at various stages of their journey, and the company in The Lord of the Rings used a pony (Bill) until they got to Moria. Both groups also used boats at one point during their journey. It would be good to pool your money to purchase a mule or pony to carry some of your possessions, but think about what you'll need to do should the way prove too difficult for mounts.

I’m also not requiring you start with mounts, since they are expensive. Prepare to walk.

Skills like Fishing, Tracking, Traps, and Survival can be useful in replenishing supplies, as can extra coin for being rations along the way, but there won’t always be settlements where you can buy food. You can choose to travel along rivers from time to time. The water will often be safe to drink, or you can boil it at camp at night.

We're looking good on character sheets. Fine-tune yours, and let me know if you have any questions!
This message was last edited by the GM at 16:35, Sun 08 Sept 2019.
Loremaster
GM, 27 posts
Tue 10 Sep 2019
at 19:20
  • msg #14

Some suggestions

A few of you are still tinkering with your sheets, and that’s fine, but I’ll go ahead and start the first adventure later this afternoon.
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