The One Ring: Adventures over the Edge of the Wild

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The One Ring
The One Ring, Adventures over the Edge of the Wild (cover).jpg
Designer(s) Francesco Nepitello, Marco Maggi
Publisher(s) Cubicle 7
Publication date 2011
Genre(s) Fantasy
[cubicle7 1]

The One Ring is a tabletop role-playing game published by Cubicle 7. It is set in J.R.R. Tolkien's Middle-earth, in the time between The Hobbit and The Lord of the Rings. Since its release, a number of other materials have been published, with more on the way.[1]

The core book and the majority of products support play in the region of Rhovanion, the setting of the later portions of The Hobbit east of the Misty Mountains.

The most recent supplement, Rivendell, however, expands this territory to the eastern portions of Eriador, the setting of The Fellowship of the Ring, and "covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between."[2] Future supplements have been announced that will also open up Rohan as an area to explore.[3]

A revised edition was released in Summer 2014, which saw the original two-volume slipcase set combined into a single hardback edition. This version was substantially re-edited and re-laid out, with errata and clarifications added. Cubicle 7 also released a Clarifications and Amendments Document at the same time, to support owners of the previous edition. The name was changed from "The One Ring: Adventures Over the Edge of the Wild" to "The One Ring Roleplaying Game".

Game Mechanics[edit]

Games of The One Ring are split into two phases: the Adventuring phase and the Fellowship phase. In an Adventuring phase, a company of adventurers heads off from their homes and into the Wild, in search of adventure;[4] whereas the Fellowship phase provides heroes with the opportunity to rest and recuperate, to practise their skills or pursue a noble undertaking.[5]

The One Ring Roleplaying Game uses a special set of dice: the twelve-sided Feat die, which is marked with numbers 1-10, as well as two special symbols, Gandalf’s rune and the Eye of Sauron, and a six-sided Success die, which is numbered 1-6, with a Tengwar rune on the 6. You can also use a regular d12 and some d6s.

When you make a roll, you roll the Feat die plus a number of Success dice equal to the skill you’re using, add up all the numbers shown and compare it to the Target Number of the action (typically 14).[6]

Supplements[edit]

  • Lore-master's Screen and Lake-town Supplement contains a GM screen with reference tables on one side and Jon Hodgson’s depiction of Esgaroth on the other. It also contains the Lake-town supplement, including the Men of the Lake heroic culture.
  • Tales of Wilderland contains seven ready-to-play adventures that can either be played on their own, or together to form a campaign.
  • The Heart of the Wild is the setting supplement for Wilderland, including the banks of the Anduin, the foothills of the Misty Mountains and Mirkwood. It contains descriptions of the regions, new characters and monsters.
  • The Darkening of Mirkwood is a companion volume to The Heart of the Wild, using the material in that supplement to form a 30-year epic campaign.
  • Rivendell is the latest supplement and the first to be set outside of Wilderland. It covers Eastern Eriador, Rivendell itself and the old kingdoms of Arnor and Angmar. It also includes rules for Rangers of the North and High Elves of Rivendell.

Awards[edit]

2012 Golden Geek - Best Art and Presentation[7]

2012 Gold ENnie Award - Best Free Product [8]

2012 Golden ENnie Award - Best Art (Interior) [9]

2012 Silver Enie Award - Best Production Values [10]

2012 Best of Show for Best Role Play Game[11]

2012 Origins Award Nominee - Best Roleplaying Game[12]

2013 ENnie Award Nominee - Best Accessory for The Loremaster's Screen and Laketown Book [13]

References[edit]

  1. ^ "Cubicle 7 - The One Ring". Retrieved 22 October 2011. 

External links[edit]