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Cake day: June 28th, 2023

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  • I have run two of the Shire starter adventures, and I’m now running the “Star of the Mist” landmark in the CRB. Here are some of my thoughts:

    Some people may not like that the adventures may mess with LOTR canon, but we aren’t too hung up on it. We’re all big LOTR fans, so we liked the idea of playing in Middle Earth. Per the CRB, the game takes place in the twilight of the Third Age and is primarily based in Eriador. This pretty much encompasses the time of The Hobbit and Lord of the Rings. All the content out now is for this region. If you want to adventure in Rohan, Gondor, Mirkwood, or pretty much anywhere else east of the Misty Mountains, then you are on your own. If you are good at homebrewing, then you’d be able to set your adventures whenever you want.

    The starter adventures don’t really let the system stretch its legs, and my group honestly got a bit bored with them. That’s why we only ran two of them. What we have played of Star of the Mist, they have enjoyed a lot more. Having their own characters to play has helped my group get into the game more.

    The change from a D20 system to a D12+D6 system made it difficult for my group to understand it. I did my best to translate some things to 5e equivalents, and this has helped them to understand the rules and mechanics more.

    Combat feels simple, but also crunchy at the same time. There isn’t much for the PCs to do in combat other than just attack. If they have a hard time hitting their TN (like a hobbit PC would at an early “level”), then I feel like it ends up being a bit boring for them. Weapons have a static amount of damage that they do. There are 4 stances to choose from, but they feel very impactful. There are a few things that can be done if a PC rolls a 6 on a success die, but all in all combat doesn’t have the flexibility and creativity that other systems have. Those are some things that make it seem simple. What makes it seem crunchy are things like, TNs, adversary parry mods, injuries/wounds (which for adversaries are a bit ambiguous), hope/hate/resolve, encumbrance leading to weariness, low hope leading to being miserable, managing endurance and fatigue. These things themselves are somewhat simple, but all together they can make things a bit confusing. So far, the party has enjoyed combat, but our experience is still quite limited.

    This system is very roleplay heavy. If your players aren’t into roleplaying, they might not enjoy it much. If, as a loremaster, you can’t engage your players then you are missing out on a large chunk of what makes this system tick. The shadow mechanic, while very interesting and has some mechanical effect, relies on PC roleplaying. Some people aren’t into roleplaying and just want to do combat, which is fine, but this is not the game for it. As a relatively new GM, this is one thing that I have had a difficult time with. Some people at my table like RPing, and others end up losing interest until we get into combat. The problem is, the game assumes that you are playing a good-aligned character, so combat isn’t always the answer as it can lead to shadow gain.

    My biggest issue is with how vague some of the rules and mechanics are. I understand that there is always a bit of ambiguity and GM fiat in TTRPGs, but with the lack of resources that games like D&D and Pathfinder have, TOR 2e can be a bit of a struggle. The newest supplement coming out, Tales from the Lone-Lands, should help with the adventuring and story aspects. Most of what’s out now, however, leaves it up to the loremaster to create then entire adventure from scratch. If you are good at homebrew, this shouldn’t be much of an issue.

    All in all, while my experience with the game is still limited, I have been enjoying running the game. It’s been an interesting change from 5e. I’ll keep running it as long as my players are interested in playing and maybe I’ll provide some updates down the road once I have more time under my belt.

    Hopefully that helps give you some insight, but if you have any specific questions, I’d be happy to answer them.

    We do have a community for TOR 2e here (https://ttrpg.network/c/the_one_ring). There’s not really anything there yet, but hopefully it will grow and be a good resource for other TOR 2e loremasters and players.



  • The One Ring 2E has a success/fail system that kind of works like that. There are several degrees of success and failure: extraordinary success, great success, ordinary success, failure or success with woe, failure with woe, disaster.

    Successes are determined by the die role (d12 and 0-6 d6), and degrees of failure are set (somewhat arbitrarily) by the loremaster.

    I’ve only done a few sessions with my group, but it has proven to be a fun and interesting change from D&D.