u/wytchkiin

▲ 42 r/rpg

First Time Review: The One Ring 2E/Over Hill and Under Hill

(I initially posted this over on the r/oneringrpg subreddit, but have decided to post this here as well)

Mae govannen!

On Sunday, me and my usual troupe of players ran through the starter module for The One Ring 2E, Over Hill and Under Hill, and I thought it might be nice to post up a review. If you want my final notes/ a TL;DR, it'll be at the bottom of this post!

Initial Notes

I've been a GM for ttrpgs for 10+ years, having been running things since High School. I've mostly run D&D 5e and Pathfinder 1e, but have been looking to branch out and try some new systems. I was first drawn to The One Ring after reading about it last year. After finishing a Pathfinder campaign, I spent some time going over other systems and felt this would be a good fit.

On a personal note, I've been a Tolkien fan ever since I saw the films as a kid. I've loved his world, and have spent a lot of time poring over his books and the lore of Middle-Earth over the years. I'd say I have a relatively deep understanding of the setting.

The Players

I offered some pregens to my players, but also let them make their own characters. A couple of them took that opportunity, and found it to be relatively quick and easy, while also giving a lot of choice. For our party, we had a Ranger Champion, an Elf Messenger, a Hobbit Warden, and a Barding Captain. The Captain and the Warden were custom characters, whereas the Messenger and Captain were the pregens (that I had made!). Following the advice of the book, the players' Target Numbers were made by subtracting their Attributes from 18, instead of 20 for a one-shot.

Tabletop Info

We used Roll20 for this one-shot, using their sheets. I would say that the sheets are adequate, with alright automation. I think that Roll20 is a bit behind the times, but at the moment I can't really switch to a better VTT.

Things We Liked

Overall, this module presents a really solid foundation for the systems of The One Ring. It introduced us to the Journey, Combat, and Council mechanics in ways that I found mostly satisfactory. On my end, I also found prep and running the game to be a breeze compared to something like Pathfinder or D&D 5e - building NPC stat blocks took all of five minutes, and they didn't have particularly complicated abilities for combat. Combat was my biggest worry - my players, coming from Dungeon Games, are more used to the tactical combat grid. However, they all seemed to enjoy it greatly - one player even remarked that it had just enough crunch to make enough decisions, while also feeling very lightweight.

The Journey mechanics were also very well received. Most other journey and exploration mechanics in other games they have tried left something to be desired, and so this felt like a breath of fresh air. One player wished that there could have been more encounters while traveling, as they had a relatively easy time succeeding at the Exploration roll. This was, of course, a consequence of their Target Numbers being lower.

When it came to more free-form play, players liked the numbers of skills that they had. They also enjoyed the kind of granularity when it came to character customization. They also enjoyed the setup of the world, and felt that the module was tonally very consistent with Tolkien. I will say, as a Tolkien fan, the game was much more like the books than the films.

Things That Could Have Been Better

The biggest problem my players had was with the Council system. Part of this was user error - I didn't quite know how to run it well, having never done so before - but the other part was the way it was presented in the module. In this module, in order to get information from a child in a ruined village, it suggests running a Council. However, this felt very low-stakes for the system, to the point of it feeling unnecessary. The abstraction of the Council also felt odd for the situation. A couple of my players enjoyed it and understood it, but one player did not like it whatsoever. I believe that it may be better suited to larger and more important situations, rather than the somewhat small situation presented.

TL;DR

I really enjoyed running this. Honestly, this was the most fun I've ever had GMing something. I also did not feel so out of place or pressured, and I felt energized rather than exhausted when it came to running it. I also felt prep was so easy, and involved things I enjoyed doing.

My players also enjoyed this system, and said they would enjoy a longer campaign. I would be very excited to run a campaign - especially because it will necessarily involve mechanical systems not touched upon in the one-shot - and am considering doing so in future.

All in all, I would recommend this system immensely, especially if you're looking for something lighter-weight and are a big fan of Tolkien. I don't think you need to know everything about Middle-Earth, but it's definitely for people who are at least familiar with the setting.

reddit.com
u/wytchkiin — 6 days ago

First Time Review: The One Ring 2E/Over Hill and Under Hill

Mae govannen!

On Sunday, me and my usual troupe of players ran through the starter module for The One Ring 2E, Over Hill and Under Hill, and I thought it might be nice to post up a review. If you want my final notes/ a TL;DR, it'll be at the bottom of this post!

Initial Notes

I've been a GM for ttrpgs for 10+ years, having been running things since High School. I've mostly run D&D 5e and Pathfinder 1e, but have been looking to branch out and try some new systems. I was first drawn to The One Ring after reading about it last year. After finishing a Pathfinder campaign, I spent some time going over other systems and felt this would be a good fit.

On a personal note, I've been a Tolkien fan ever since I saw the films as a kid. I've loved his world, and have spent a lot of time poring over his books and the lore of Middle-Earth over the years. I'd say I have a relatively deep understanding of the setting.

The Players

I offered some pregens to my players, but also let them make their own characters. A couple of them took that opportunity, and found it to be relatively quick and easy, while also giving a lot of choice. For our party, we had a Ranger Champion, an Elf Messenger, a Hobbit Warden, and a Barding Captain. The Captain and the Warden were custom characters, whereas the Messenger and Captain were the pregens (that I had made!). Following the advice of the book, the players' Target Numbers were made by subtracting their Attributes from 18, instead of 20 for a one-shot.

Tabletop Info

We used Roll20 for this one-shot, using their sheets. I would say that the sheets are adequate, with alright automation. I think that Roll20 is a bit behind the times, but at the moment I can't really switch to a better VTT.

Things We Liked

Overall, this module presents a really solid foundation for the systems of The One Ring. It introduced us to the Journey, Combat, and Council mechanics in ways that I found mostly satisfactory. On my end, I also found prep and running the game to be a breeze compared to something like Pathfinder or D&D 5e - building NPC stat blocks took all of five minutes, and they didn't have particularly complicated abilities for combat. Combat was my biggest worry - my players, coming from Dungeon Games, are more used to the tactical combat grid. However, they all seemed to enjoy it greatly - one player even remarked that it had just enough crunch to make enough decisions, while also feeling very lightweight.

The Journey mechanics were also very well received. Most other journey and exploration mechanics in other games they have tried left something to be desired, and so this felt like a breath of fresh air. One player wished that there could have been more encounters while traveling, as they had a relatively easy time succeeding at the Exploration roll. This was, of course, a consequence of their Target Numbers being lower.

When it came to more free-form play, players liked the numbers of skills that they had. They also enjoyed the kind of granularity when it came to character customization. They also enjoyed the setup of the world, and felt that the module was tonally very consistent with Tolkien. I will say, as a Tolkien fan, the game was much more like the books than the films.

Things That Could Have Been Better

The biggest problem my players had was with the Council system. Part of this was user error - I didn't quite know how to run it well, having never done so before - but the other part was the way it was presented in the module. In this module, in order to get information from a child in a ruined village, it suggests running a Council. However, this felt very low-stakes for the system, to the point of it feeling unnecessary. The abstraction of the Council also felt odd for the situation. A couple of my players enjoyed it and understood it, but one player did not like it whatsoever. I believe that it may be better suited to larger and more important situations, rather than the somewhat small situation presented.

TL;DR

I really enjoyed running this. Honestly, this was the most fun I've ever had GMing something. I also did not feel so out of place or pressured, and I felt energized rather than exhausted when it came to running it. I also felt prep was so easy, and involved things I enjoyed doing.

My players also enjoyed this system, and said they would enjoy a longer campaign. I would be very excited to run a campaign - especially because it will necessarily involve mechanical systems not touched upon in the one-shot - and am considering doing so in future.

All in all, I would recommend this system immensely, especially if you're looking for something lighter-weight and are a big fan of Tolkien. I don't think you need to know everything about Middle-Earth, but it's definitely for people who are at least familiar with the setting.

reddit.com
u/wytchkiin — 6 days ago