For the last year and a bit, I’ve been running the second edition of The One Ring for my Wednesday evening group. It’s been a lot of fun; we played through the Tales From the Lone-Lands campaign, with me drawing extensively from the Ruins of the Lost Realm for further material whenever the player characters went off-piste. Over the course of play we’ve batted our ideas about the game back and forth, and what better time to go back, do an autopsy, and consider our conclusions?
The Challenge of Canon
I went with using a prewritten scenario collection rather than all-original material as a result of several considerations. Firstly, I thought Tales From the Lone-Lands was pretty good as far as published campaigns went, and wanted to use it. By and large, I am mostly satisfied with it; we felt that the scenario Kings of Little Kingdoms didn’t land right, with the revelation about what the culprit is up to and who they’re imitating not really landing well, but otherwise most of the scenarios landed well (including, thank goodness, the conclusion). The second reason I used it was simple enough – I wanted to save time.
Over the course of play, a third good reason to use prewritten material emerged. The general consensus of the group was that if we’re going to do The One Ring, it’s because we want to play through material which cleaves reasonably closely to Tolkien’s worldbuilding and ethos. It’s not automatically the case that a prewritten scenario will capture Tolkien’s tone, of course, but taking your own efforts to mimic the Professor’s style and trying to assess whether you’ve really done a good job is tricky – it’s generally not good practice to mark your own homework.
Conversely, because the scenario was a text by another hand, I could look at it, think about it, consider where I saw the Tolkien-ness in it and where I saw the discordant notes, and adjust accordingly. (The one major instance where I didn’t, in fact, was Kings of Little Kingdoms, which is possibly why it was the weakest episode of the campaign.) A lot of the fun of the campaign came from the group going off on tangents about some Middle-Earth subject or other and simply discussing that – something which is frequently going to be an added flavour of fun in RPGs based on beloved fictional settings that the participants all have fairly developed views on – and it was good to be able to engage in that discussion on the level of another person engaging with the prewritten material rather than chatting about my own inventions.
Likewise, having Ruins of the Lost Realm to enrich the campaign was handy in its own right because it allowed for the players to have a reasonable amount of degrees of freedom, so that when they took an unexpected route across the map I could pull something out for them to encounter as an extra little side story. Of course, I could have just improvised – but I liked the sense that we were all exploring a real place where there were things placed where they were placed, ripe for discovery under the right circumstances.
The most extensive improvised segment of the campaign was the characters’ unexpected trip into Moria, which allowed me to make use of the glorious boxed set and dip briefly into the sandbox possibilities of it.
Continue reading “Thoughts On Concluding a One Ring Campaign”









