Strider Mode Playthrough: Solo LOTRRP

“The road goes ever on and on, down from the door where it began. Now far ahead the road has gone, and I must follow, if I can.”
— Bilbo Baggins, The Fellowship of the Ring

Strider Mode represents LOTRRP’s solution to the eternal “can’t find a group” problem. It’s designed for solo or GM-less small groups, using oracle tables and structured procedures to generate narrative. This playthrough explores how well it captures the lonely roads and sudden perils of Middle-earth.

Character Creation

Meet Thalion

Thalion is a Woodland Realm (Mirkwood Elf) Ranger with an Outcast background, whose calling is to protect the innocent from the growing shadow.

Thalion is a young Elf who has grown increasingly concerned about the darkness spreading through Mirkwood. When the spiders began appearing in greater numbers and the trees grew more twisted, he knew he could no longer remain idle. He has left his home to seek answers and, if possible, allies in the fight against the shadow.

Starting Stats

Thalion’s starting stats are Strength 14 (+2), Dexterity 16 (+3), Constitution 13 (+1), Intelligence 15 (+2), Wisdom 17 (+3), and Charisma 12 (+1).

Session 1: The Road to Bree

Setup

Thalion has decided to travel to Bree, hoping to find news of the wider world and perhaps allies in his quest. The journey will take him through the dangerous lands between Mirkwood and the Shire.

Oracle Roll: Journey Event

Roll: 1d20 = 15 Result: “You encounter a group of travelers heading in the opposite direction. They seem nervous and are traveling quickly.”

What Happened

Thalion meets a small group of Dwarves heading east toward the Lonely Mountain. They’re clearly in a hurry and seem anxious about something. Their leader, a gruff Dwarf named Bofur, tells Thalion that they’ve heard rumors of Orc activity in the area and are trying to reach the safety of the mountain before nightfall.

Thalion’s Response: He offers to travel with them for a time, as their paths align for several days. The Dwarves are initially suspicious of an Elf, but Thalion’s obvious concern for their safety wins them over.

Journey Mechanics

The journey to Bree takes 3 days with no major hazards (1d6 = 4), though Thalion gains 1 level of fatigue. The Dwarves share news of growing Orc activity, providing valuable information about the current state of the land.

Reflections

The encounter captures the Tolkienian feel of Middle-earth as a dangerous place where travelers must rely on each other, with the Dwarves’ suspicion of Elves feeling authentic. The oracle system works well for generating encounters, though the results can feel somewhat random. The growing Orc activity creates emergent narrative with a sense of mounting danger that wasn’t planned. No house rules or adaptations are needed yet, but the oracle system might need some refinement.

Next Time

Thalion will continue to Bree, where he hopes to find more information about the growing shadow and perhaps allies in his quest.

Session 2: Arrival in Bree

Setup

Thalion arrives in Bree, a town of Men and Hobbits that serves as a crossroads for travelers. He’s looking for information about the growing darkness and perhaps allies in his quest.

Oracle Roll: Town Event

Roll: 1d20 = 8 Result: “You hear rumors of a mysterious figure who has been asking questions about the same things you’re investigating.”

What Happened

Thalion learns that a tall, cloaked figure has been asking about the growing darkness in the East. The locals are nervous about this stranger, who seems to know more than he should about the shadow’s movements. Thalion decides to investigate this mysterious figure.

Investigation: Thalion uses his Ranger skills to track the figure to the Prancing Pony inn, where he discovers a Man named Aragorn, who introduces himself as a Ranger of the North.

Social Encounter

Aragorn is initially suspicious of Thalion, but when the Elf explains his concerns about the growing shadow, the Man’s demeanor changes. He reveals that he, too, has been tracking the darkness and believes it’s connected to something called the “One Ring.”

Aragorn’s Information: The shadow is growing because Sauron is searching for the One Ring, which was lost centuries ago. If he finds it, all of Middle-earth will fall under his dominion.

Journey Mechanics

During the fellowship phase, Thalion recovers from fatigue, gains knowledge about the One Ring, makes contact with Aragorn as an ally, and receives a new quest to help Aragorn find the Ring before Sauron does.

Reflections

  • Tolkienian Feel: The encounter with Aragorn feels authentic to the source material. The revelation about the One Ring creates a sense of epic stakes.
  • Mechanics: The oracle system continues to work well, though some results feel more random than others.
  • Emergent Narrative: The connection to the One Ring creates a much larger story than Thalion’s original quest.
  • House Rules/Adaptations: None yet, but the oracle system might need some refinement for more consistent results.

Next Time

Thalion and Aragorn will work together to investigate the growing shadow and search for clues about the One Ring’s location.

Session 3: The Search Begins

Setup

Thalion and Aragorn have decided to work together to investigate the growing shadow. They’re planning to search for clues about the One Ring’s location and the shadow’s movements.

Oracle Roll: Investigation Event

Roll: 1d20 = 12 Result: “You discover evidence of recent Orc activity in the area. The tracks suggest they’re searching for something specific.”

What Happened

Thalion and Aragorn find evidence of recent Orc activity near Bree. The tracks suggest the Orcs are searching for something specific, and their movements indicate they’re working for someone more intelligent than usual.

Investigation: Thalion uses his tracking skills to follow the Orc tracks, which lead to a small cave system. Inside, they find evidence that the Orcs were searching for something, but whatever it was, they didn’t find it.

Combat Encounter

As they’re investigating the cave, a group of Orcs returns. Thalion and Aragorn must fight their way out, using their combined skills to overcome the superior numbers.

Combat: Thalion uses his bow to pick off Orcs from a distance while Aragorn engages them in melee. The combat is tense but manageable, and they manage to escape with only minor wounds.

Journey Mechanics

  • Combat: Thalion takes 2 points of damage
  • Information: Discovers Orcs are searching for something specific
  • Allies: Aragorn proves to be a valuable ally
  • New Quest: Find what the Orcs are searching for before they do

Reflections

  • Tolkienian Feel: The encounter captures the sense of Middle-earth as a dangerous place where even small victories come at a cost. The Orcs’ search for something specific creates mystery.
  • Mechanics: The combat system works well, though it can be deadly for solo characters. The oracle system continues to generate interesting encounters.
  • Emergent Narrative: The Orcs’ search for something specific creates a new mystery that wasn’t planned.
  • House Rules/Adaptations: None yet, but the combat system might need some adjustment for solo play.

Next Time

Thalion and Aragorn will continue their investigation, trying to find what the Orcs are searching for and why.

Session 4: The Shadow Deepens

Setup

Thalion and Aragorn have discovered that Orcs are searching for something specific. They’re planning to investigate further, trying to find what the Orcs are looking for and why.

Oracle Roll: Investigation Event

Roll: 1d20 = 18 Result: “You find a clue that leads you to believe the Orcs are searching for a Hobbit who may have found something important.”

What Happened

Thalion and Aragorn discover a clue that suggests the Orcs are searching for a Hobbit who may have found something important. The evidence points to the Shire, where a Hobbit named Bilbo Baggins recently returned from an adventure with a mysterious ring.

Investigation: Thalion and Aragorn decide to travel to the Shire to investigate this Hobbit and his mysterious ring. They’re concerned that the Orcs may be searching for the One Ring itself.

Journey to the Shire

The journey to the Shire is relatively uneventful, but Thalion and Aragorn are both on edge, knowing that the Orcs are searching for something important.

Journey Mechanics:

  • Travel Time: 2 days to the Shire
  • Hazards: 1d6 = 3 (No major hazards)
  • Fatigue: Thalion gains 1 level of fatigue
  • Discovery: Confirms the Orcs are searching for a Hobbit

Reflections

  • Tolkienian Feel: The connection to Bilbo Baggins and the One Ring feels authentic to the source material. The growing sense of danger and mystery is well-captured.
  • Mechanics: The oracle system continues to work well, though some results feel more random than others.
  • Emergent Narrative: The connection to Bilbo Baggins creates a much larger story than originally planned.
  • House Rules/Adaptations: None yet, but the oracle system might need some refinement for more consistent results.

Next Time

Thalion and Aragorn will travel to the Shire to investigate Bilbo Baggins and his mysterious ring.

Overall Reflections

What Worked

  • Oracle System: The random tables generate interesting encounters and help create emergent narrative.
  • Journey Rules: The travel system makes journeys meaningful and dangerous.
  • Character Development: Thalion’s growth feels natural and Tolkienian.
  • Narrative Emergence: The story develops naturally from the random encounters.

What Didn’t Work

  • Randomness: Some oracle results feel arbitrary and don’t always serve the narrative.
  • Combat Balance: Solo combat can be deadly and unpredictable.
  • Narrative Control: Limited ability to direct the story where you want it to go.
  • Complexity: Many rules to track solo, which can break immersion.

Tolkienian Feel

Strider Mode captures some aspects of Middle-earth well:

  • Dangerous World: The random encounters create a sense of constant peril.
  • Journey Focus: Travel is meaningful and dangerous.
  • Character Growth: Thalion’s development feels authentic.
  • Mystery and Wonder: The random encounters create unexpected discoveries.

However, it also misses some key elements:

  • Narrative Control: Limited ability to create the story you want.
  • Character Relationships: Solo play limits the fellowship aspect.
  • Thematic Consistency: Random encounters don’t always serve Tolkien’s themes.

Verdict

Strider Mode is a solid solo play system that captures some aspects of Middle-earth well, but it’s not perfect. The oracle system generates interesting encounters, but the randomness can sometimes work against the narrative. For players who want to explore Middle-earth solo, it’s worth trying, but it requires some patience and adaptation.


This playthrough will continue as Thalion and Aragorn investigate Bilbo Baggins and the mysterious ring in the Shire.

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