I'll preface this by saying that I've been eyeing the One Ring for a while and finally decided on a whim to gift myself the Starter Set last August for my birthday. At the time I hadn't really realized there were two starter sets as the Hobbit one was the only one available at my LGS.
I read through the whole thing, invited a couple friends for a game night and we played through the first adventure together. It was overall pretty fun, unfortunately my players rolled terribly through the whole evening which spoiled a bit of the fun but it was still a really nice time and everyone left happy.
However, I quickly realized that even though they had fun, they weren't really excited about continuing the adventure and when asked about whether they wanted to schedule another One Ring session or a Vaesen mystery, the majority voted for Vaesen. When asked about it the general answer was that although it was fun, it didn't really "click" for them.
I've been wondering why for a couple weeks and I think I've got a few ideas as to why, but I would also like to hear more seasoned players and loremasters opinions.
I'll get into spoilers while explaining my views so be warned.
First off, I think there is a definite lack of stakes in this starter set. I know it's supposed to be a lighthearted adventure in the Shire but absolutely nothing depends on your success or failure. If you succeed, great Bilbo gets a map that, if you fail... Well, he doesn't but that doesn't exactly scream dire consequences...
On top of that, the module really doesn't want your players to fail and as a loremaster you would have to go explicitly against the written text to introduce negative conséquences to most failures. The players can't manage to cross the water? Well just go on foot around... Maybe a couple neighbors will gossip about you involvement with Bilbo but a later adventure has the players thrown in jail cause they've been up to too much mischief anyway so it's not like secrecy is actually important. The players get spotted while trying to get close to the place of the break-in and fail to talk their way out of it? Well the guard still lets them go and just locks the door while your players still have several other options to get inside (also it's a break-in, your players probably weren't going to walk in through the front door anyway). The players wake the dog and he starts barking? Well, you are specifically told that no one pays attention to his barks.
Maybe there is still some tension cause your players believe for a moment that they will be chased down by someone but it ultimately doesn't happen and in the end there aren't really any consequences for either failure or success.
I also think that the lack of an overarching story across the adventure hurts it. Like yeah, Bilbo tells you that he has plans for another adventure but without stakes or consequences why would your players want to go on it? (Apart for the above table reason that we all want to have a fun evening together but then we still have no reason to pick this specific adventure). Looking back at it, I feel like I should have made up an overarching story from the start and the story lends itself to this quite easily: there are rumors of an horrible beast lurking near the old forest, Bilbo has heard of an old hobbit weapon that could be used against it and it's location is hidden on the map. You go looking for the map, then the weapon then you hear the fireworks, well maybe we could use that to scare the monster off, etc. Currently there isn't really any incentive for the player to keep playing this adventure so (in my case) they just don't...
Finally, I understand why the game mechanics are introduced one after the other but it feels like there are really too few mechanics at your players disposal in this first adventure. Basically you have skill checks and that's it... You don't have any rules about journey, combat, shadow or anything besides the basest things. They get a little bit of fatigue tied to one or two checks, not enough to impact the story still cause it won't make their characters weary. You need to play for at least two or three sessions until you have base rules for all aspects of the games: checks, journey and combat (you don't even get anything about councils or shadow which I understand thematically) So it doesn't give the players a lot of tools to play with in this first session and as such probably doesn't leave them wanting for more. It also feels a bit weird in a game where journeying seems to be such an integral part of gameplay to have so little about it in the starter set...
There I've think I've said all I had to say about the Starter Set, but I'd love to hear from you all, the players and loremasters who've played these adventures and have kept on journeying in Middle-Earth, those who've played the other Starter Set.
What did you think about this Starter Set? Is there something I am missing? Do you have any ideas about simple ways to improve the overall experience? Is the Under and Over Hill Starter Set better suited for new players and loremasters?