The spiral of Miserable state
Posted: Tue 14 Jul 2020, 15:14
Dear Francesco,
Many of us in the French-speaking community have experienced what we believe to be a bug in the gaming system.
It concerns the character's corruption cycle, through the management of Shadow, Hope points and Miserable state.
What we understand about the intentions of this subsystem is the desire to provide a relatively slow, subtle progression of character corruption, but one that becomes more and more certain as permanent Shadow points accumulate. Which we like very much!
However, there was a case in the game where this system got out of hand, corrupting a character in record time:
When a character has few Hope points, even if he has just suffered a Bout of Madness (resetting his Shadow but adding a permanent point), he is likely to be permanently in a Miserable state and thus to cause another Bout of Madness.
The typical episode that has revealed this problem is a travel to Dol Guldur (for example in Darkening of Mirkwood), and the exploration of it. The Tests there are numerous and the difficulty is high, especially the Travel and Corruption Tests, so that the Shadow increases quickly while Hope decreases just as quickly.
The One Ring is a game where it is difficult to regain Hope: you spend it regularly but regain it more slowly.
One could certainly say that you have to be seasoned for such a journey and that the characters were perhaps too inexperienced (you should have waited for a few adventures, for example), and therefore, that this decline is logical.
We can easily understand that the characters come out marked by this travel, that some of them have developed one or more Flaws. Why not. But we consider there’s a bug if the system get so out of control that the character has no chance to get out of it, trapped in a spiral.
We've had the opportunity to think about a solution, if it helps you think about the problem:
A character becomes Miserable when his Shadow value reaches its maximum Hope Value (instead of his current Hope value, which only manages the Spent Heroes state and the number of Hope points the player can use).
When an event corrupts a particular character, he earns Shadow points.
When an event brings despair to the entire Company, the maximum Hope Value of all characters decreases by an amount depending on the severity of the event.
A new Undertaking is added to the Fellowship Phase which allows everyone to raise their maximum Hope Value to their original value.
The objective here is to avoid provoking a new Miserable state too quickly and to further emphasize the idea of the slow degeneration of the characters.
Hope this will help and that this spiral will be avoided in the next "(un)expected" version.
Many of us in the French-speaking community have experienced what we believe to be a bug in the gaming system.
It concerns the character's corruption cycle, through the management of Shadow, Hope points and Miserable state.
What we understand about the intentions of this subsystem is the desire to provide a relatively slow, subtle progression of character corruption, but one that becomes more and more certain as permanent Shadow points accumulate. Which we like very much!
However, there was a case in the game where this system got out of hand, corrupting a character in record time:
When a character has few Hope points, even if he has just suffered a Bout of Madness (resetting his Shadow but adding a permanent point), he is likely to be permanently in a Miserable state and thus to cause another Bout of Madness.
The typical episode that has revealed this problem is a travel to Dol Guldur (for example in Darkening of Mirkwood), and the exploration of it. The Tests there are numerous and the difficulty is high, especially the Travel and Corruption Tests, so that the Shadow increases quickly while Hope decreases just as quickly.
The One Ring is a game where it is difficult to regain Hope: you spend it regularly but regain it more slowly.
One could certainly say that you have to be seasoned for such a journey and that the characters were perhaps too inexperienced (you should have waited for a few adventures, for example), and therefore, that this decline is logical.
We can easily understand that the characters come out marked by this travel, that some of them have developed one or more Flaws. Why not. But we consider there’s a bug if the system get so out of control that the character has no chance to get out of it, trapped in a spiral.
We've had the opportunity to think about a solution, if it helps you think about the problem:
A character becomes Miserable when his Shadow value reaches its maximum Hope Value (instead of his current Hope value, which only manages the Spent Heroes state and the number of Hope points the player can use).
When an event corrupts a particular character, he earns Shadow points.
When an event brings despair to the entire Company, the maximum Hope Value of all characters decreases by an amount depending on the severity of the event.
A new Undertaking is added to the Fellowship Phase which allows everyone to raise their maximum Hope Value to their original value.
The objective here is to avoid provoking a new Miserable state too quickly and to further emphasize the idea of the slow degeneration of the characters.
Hope this will help and that this spiral will be avoided in the next "(un)expected" version.
