Sunday, January 7, 2024

The Fellowship Phase
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

The Fellowship phase is something unique to Adventures in Middle-earth among OGL games. It is a time where the Loremaster takes a back seat, and the players take much more control of the narrative of the game. It is also a time when characters can develop their abilities, resources and connections within the world of Middle-earth.

The Fellowship phase doesn’t measure time in the way the Adventuring phase does. It is a summary of events, picking out key highlights of the Player-heroes’ actions, what undertakings they make and in general how they pass the time between adventures.

Despite this being the players’ time to direct the story as they narrate what their heroes are doing for the duration of the phase, the Loremaster still has a job to do: steering the discussion, making sure everyone gets a turn to speak and a chance to do what they would like to do. This is especially important if the company decides to spend the Fellowship phase together in one place. In these cases, the order of proceedings might not be clear, and within a player group there is usually a range of personalities and confidence levels. To make sure everyone enjoys the Fellowship phase, the Loremaster should ensure everyone gets a bit of the spotlight. It is a terrible shame if a new Adventuring phase begins and a player hasn’t had a chance to expand on their exploits during the Fellowship phase.

As Loremaster it’s your job to facilitate a successful Fellowship phase, helping the players get their turn and make sensible choices together that build the atmosphere and connection to the setting. Every undertaking the players make should be woven into a broader story, so the players gain a sense of a changing developing world and their place in it. They should get a sense that their choices matter and affect the campaign unfolding around them.

The Fellowship phase shouldn’t be about making hard and fast choices in the face of time pressure. Let the conversation flow, ask questions, and let the company formulate the best possible story for what they get up to.

If They Split Up
layer-heroes have the choice to disband their fellowship and head off home for the duration of the Fellowship phase. Everyone will need a bit of time with the Player’s Guide choosing what they want to achieve, and you should also make them aware of the additional choices presented in this Guide if you choose to use them.

While the Loremaster is used to proactively creating a coherent story, players often do less of this kind of creativity. They can be more prepared to react to situations arising, rather than prompting the narrative. Give them a chance to make their choices, and the story that accompanies it.

Each player should get an equal amount of time to tell their tale. Some players are naturally given to more florid description, and so long as everyone gets a turn this is all for the good. But that ebullience shouldn’t make anyone else feel inadequate. Try to actively help less confident players with suggestions and additions that bind them into the setting. Everyone should feel able to throw suggestions into the pot to make the story, but no one voice should be allowed to dominate. Similarly, some players are simply more comfortable with a concise summary of what undertaking they made and a simple description related to that. They may not wish to elaborate, and that is a perfectly acceptable way to play.

Keeping all this on an even keel can be especially important if there is an imbalance of Middle-earth knowledge among your players. Those who know a lot about the setting may take the opportunity to show that off, which can be a great asset to any campaign. However, if it becomes too much, it is important to remind everyone that this kind of Fellowship phase is a personal affair, and a great many Player-heroes can take small, personal actions and still be telling an important tale. That a quiet Hobbit gardener may simply return to her beloved Shire and weed the herb garden for the autumn and winter, and return renewed and more capable is just as significant to their character as a mighty soldier of Minas Tirith returning to their city for a tour of duty in the ruins of Osgiliath.

If They Stay Together
There is much to be gained by a company of Player-heroes remaining together. They can discover more experiences at a single location, giving more time for the telling of their joint endeavours. A place like Lake-town or Rivendell is full of sights and sounds that can be explored in summary in the Fellowship phase. Again, it is possible that certain players may try to dominate proceedings. Keep an eye out for it, and be sure to ask less vocal players how their Player-hero spends their time, how they feel and what contribution their Player-hero makes to the tale. Be a fair arbiter of such social imbalances and it will make your games all the more enjoyable for everyone.

Ending the Fellowship Phase
Once everyone has made their choices and told their story, the Fellowship phase ends. It is most common for the company to meet again at a Sanctuary they have opened, or which is open to them at the start of a game.

As suggested in the Player’s Guide, it is well worth placing the Fellowship phase at the end of a play session. This gives you a chance to absorb what the players have chosen to do and make any adjustments to your next adventure in whatever way feels appropriate. You may even get sufficient plot hooks to generate the next adventure entirely based on what the company do during a Fellowship phase. Or perhaps some NPCs will be overheard talking about things that came up in the last Fellowship phase. It is recommended that, at the very least, you try to work some reflection of the Fellowship phase into the next Adventuring phase. This gives the players the feeling they are part of Middle-earth, not merely tourists who see the sights, but don’t affect events.

A truly clever Loremaster can use the Fellowship phase to involve the company and their choices in key events in the story of the Third Age. The roots of many of the major events that occur happen “off screen”, and it is possible to take advantage of this. For example, where does Elrond get his information in the run up to forming the Fellowship of the Ring? Where does Saruman get his knowledge of the Shire? What convinces Legolas to accept the mission to travel to Rivendell? A well managed Fellowship phase can steer the company to make satisfying discoveries or indeed become the instruments behind such events. What were the company doing while important events were occurring near them? The Tale of Years on page 21 of this volume can provide ample inspiration.

Because Fellowship phases occur outside of direct adventuring time with its direct, roleplayed dialogue, this is an opportunity to update your company on the actions of the great and the good of Middle-earth. They can meet familiar characters at an appropriate Sanctuary, and there is the opportunity to set up later events. Alternatively you may choose to simply let your players take to the stage and drive the narrative themselves, without any sowing of seeds or intervention on your part. This too is a thoroughly enjoyable way to play. It is your game to play as you see fit.

How Long the Fellowship Phase
This is entirely up to you, the Loremaster. It doesn’t have to be a set amount of time. It could credibly represent the passing of a year or two, with your Player-heroes living out their everyday lives for a sustained period, only coming together again when adventure calls. Or it could be much shorter: who knows what a person can achieve in two weeks in the hallowed halls of Rivendell, surrounded by ancient wisdom, laughter and songs of great age? Or how a deep strength is slowly gathered in the turning seasons in the Vales of Anduin?

You may well choose to have the Fellowship phase represent the end of the adventuring season and the winter months passed at the hearth. This makes good sense, and has an appropriate storybook charm, but it is all at your discretion. You are perfectly entitled to have more than one Fellowship phase in a given year.

Never underestimate the power of setting up a precedent and then breaking it. Have your company retire for the winter, let them relax into a season of recovery and good eating for their first Fellowship phase, and then when they settle into that a second time, drive them out on an unexpected wintery adventure! It will be all the more meaningful if expectations are subverted.

Thursday, December 7, 2023

Sanctuaries
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Sanctuaries in Middle-earth are very important places. Before you have some experience with the game, it can be hard to fully understand why – they sound good, certainly, but what are the mechanical underpinnings that make them significant?

What Sanctuaries Do
• They are one of two stated places (the other being ‘home’) that allow characters to recover all hit points.
• They are a place where persistent conditions can be removed.
• They are a location in which the company may remain together throughout the Fellowship phase.
• They allow Fellowship phase undertakings unique to that sanctuary.
• They allow the Open Virtue undertaking.
• At the beginning of every Adventuring phase, the company are either already at or gather at a Sanctuary.
• Sanctuaries provide a focus for a shared story.

Recovery
At the beginning of each Fellowship phase, all Player-heroes recover all of their hit points and Hit Dice, unless they are suffering some specific conditions. While this is an automatic occurrence, it makes sense within a campaign that a Sanctuary has a part to play in this, and this shouldn’t be underplayed. It offers a way to build the character and importance of Sanctuaries, which in turn builds the feeling of being part of Middle-earth. Sanctuaries are implicitly tied to the Fellowship phase and the healing that occurs.

The rules are not so rigid that this healing cannot occur elsewhere. But a Sanctuary is a convenient and logical place for this to happen, allowing the Fellowship phase to flow without spending too much time worrying about where the company are.

Removing Conditions
While again not strictly limited to Sanctuaries, it makes a lot of sense for the Recovery undertaking to be centred around a Sanctuary. Rivendell, Dale or Lake-town can offer superior levels of care to a hero who has been affected by a Wight, or struck down by particularly potent Spider venom. If you wish to slow down the progress of your Player-heroes, this is something to be considered. It’s also immensely thematic to Middle-earth to retire to a house of healing for a season or two.

Shared Location
During a Fellowship phase, members of the company have the choice whether to retire to a Sanctuary together, or disband to their own homes or other locations. Sharing a Sanctuary can provide a cohesive Fellowship phase narrative, with the company all remaining and growing together. Having the company go to a Sanctuary together allows them to share the story through the Fellowship phase, each partaking in the shared events. If a company disbands for the Fellowship phase, things can be a little more disparate. How much each of these options appeals will very much depend on the given player group.

Undertakings
By opening a new Sanctuary, the company gains access to new undertakings and thus new unique abilities. Future supplements will detail new Sanctuaryspecific undertakings. A Loremaster can also create their own undertakings as they see fit.

Beginning Point of an Adventuring Phase
This is probably the most easily overlooked, and yet important, role of a Sanctuary. An Adventuring phase usually begins as the company gather in a Sanctuary. The rules are not so rigid that this must always be the case, but it makes sense for most Adventuring phases to begin at or near a Sanctuary that the company has open to them. It’s a common point to meet up, and a place to begin a journey with ample supplies and accommodation.

At the beginning of the game, if using these default assumptions, the company has only Lake-town as a Sanctuary: Bard is recruiting adventurers, there is a lot to do in that area, and it’s not too difficult a journey to many interesting adventure locations. Before too long the company will want to travel further afield, and they won’t want to cross Mirkwood at the beginning of every Adventuring phase. It is a punishing journey that can leave them ill-prepared for the quest they’ve embarked on. Far better then to unlock a Sanctuary on the far side of Mirkwood and be able to make the assumed journey in the Fellowship phase, beginning at perhaps Beorn’s House or Woodmen Town.

Reducing the need for excessive journeying is easily missed, but absolutely key. Don’t be coy about letting your players know this. It is a vital part of understanding Sanctuaries. In character, it would be most unusual for a group of travellers to meet at a place they’d never gone before and where they had no certain access to the hospitality of the house.

Focus
Running through all of these points on Sanctuaries are ideas of in-world logic that save the Loremaster from having to do too much explaining. In this sense, Sanctuaries provide a shorthand: a clear place for characters to be, with some clear goals, rewards and in-world logic. While some groups may truly enjoy describing the minutiae of where they go in their Fellowship phase, others will reap the rewards of being able to say, “We all go to Rivendell together to rest and recuperate; let’s decide what happens there”.

As well as a focus for the Fellowship phase, opening Sanctuaries is a clear need for a party that wishes to travel far and wide. The search for Rivendell or winning Beorn’s favour can be the company’s aim within a campaign, whether it is the main thrust or a side quest.

What Does Opening a Sanctuary Mean?
Companies of Player-heroes have a clear drive to open Sanctuaries. Whether it’s to unlock undertakings, provide local bases of healing and rest, or find a Patron, it makes sense to open a Sanctuary.

Exactly what is happening when a company unlocks a Sanctuary? This varies from Sanctuary to Sanctuary, and indeed from game to game, but here are some ideas—Player-heroes are spending time getting to know the place and become familiar figures there. They might help the residents with their day to day problems, or assist in the expansion of a settlement. They may become familiar characters at Elrond’s evenings of tales and song, or worthy protectors of the animals of Beorn’s House. Your players may wish to describe exactly how they come to be welcomed without fail at a given Sanctuary. You may want to help them with some suggestions.

It is worth noting that the whole company must be present at the same place to open it as a Sanctuary.

Thursday, September 21, 2023

Patrons
Battle of Five Armies & The Third Age of Middle-Earth
All of our adventures & campaigns will take place during the Third Age of Middle-earth.
Inspired By J.R.R. Tolkien & Peter Jackson

Player-heroes can make an undertaking to gain a Patron. Patrons are important figures within Middle-earth who have the power and resources necessary to take on Player-heroes as their agents in the world. A Patron can be a source of resources and information but – more importantly for the Loremaster – plot!

A Patron offers a place in the world and a sense of being part of something bigger. They can be called on for help, and open doors to places that a company might not otherwise be able to go. In return, a debt of service can be owed; how often or strictly this is extracted depends on the Patron. Perhaps Saruman the White is a jealous master, who covets the service of others in pursuit of a cause he considers noble and just. Gandalf the Grey is a wanderer who can be a mostly absent and unreliable Patron. And who knows what Radagast wants from the world? Exploring the potential relationships with these characters is very much part of the game.

A company can enjoy serving more than one Patron – they aren’t limited in the number to whom they give their service, and that can generate plenty of plot in itself. The great and good of Middle-earth have many different aims and motivations: some would see the world changed and renewed. Others would have it preserved for all time, unchanging. This is a multifaceted theme of the books, and a worthy one to bring to your games.

Patrons also change over time. Where once he was a benevolent seeker of knowledge to further the power of good in the world, Saruman gradually loses hope in the light’s ability to stave off darkness. His road to corruption was a long one, and he employed many helpers in his service. Playing on the conflict between what we know as readers and what we know as characters can bring huge rewards to a game. Beorn tends towards isolation and defensiveness of his own lands and peoples, yet was convinced to take up arms in the greater struggle before the gates of Erebor. That character arc can be reflected in your games, and your Player-heroes can play a key part in it. We know that there was a great battle at Dale in the War of the Ring, but that is all we know. Who were Bard’s lieutenants? Who helped his new kingdom reach the place where it could fight armies of Mordor?

Patrons in Adventures in Middle-earth are there to provide structure for adventures and hooks on which to hang the happenings you come up with. Making some decisions on the motivations of the great and the good, and allowing their plans to proceed across the years in the background, really makes the world come to life. Equally, giving the company a chance to influence those plans with their undertakings, as well as with what they do in Adventuring phases, adds hugely to the feeling of being part of a living, breathing world.

Note that a powerful NPC can send the company on adventures without being their Patron. Patrons can also come in less grand forms than Gandalf or Elrond. The elders of the Woodmen, or a merchant-noble of Lake-town could just as easily be a Patron to a company of adventurers.

Potential Sanctuaries and Patrons of Wilderland
• Rivendell: Elrond
• Beorn’s House: Beorn
• Lake-town: The Master of Esgaroth
• Dale: King Bard
• Erebor: King Dáin Ironfoot
• Rhosgobel: Radagast
• Isengard: Saruman the White
• Wilderland: Gandalf the Grey
• Mountain Hall: Hartfast
• Woodman-town: The elders of Woodman-town
• Woodland Hall: Ingomer Axebreaker