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  • #15524

    Hi Stefan,
    .
    I don’t think so. I went back just not to look at S:KoH. It’s a matter of presentation.
    .
    In HQ:G, the concept of a Breakout Ability is given its own subheading and description. S:KoH does not have that. And, in general, I found the explanation of breakout abilities in HQ:G to be hammered down more clearly.
    .
    In S:KoH, the concept of breaking out Runes is touched on briefly in the character creation concept, but explained more fully in the Magic section. This makes sense. But the problem is the full explanation of what it means to break out runes abilities (along with examples) is in the subsections on Initiates and Devotees. (One finds out that a PC can have breakouts from runes even if one is not a Initiate. So, the examples are in a rules section about rules that don’t need to be applied to have breakout runes.) One can kind of gloss over the concept and examples (I certainly did!) while getting all caught up in the cultural and social aspects of Heortling theism.
    .
    Meanwhile, in HQ:G the concept of breakout runes is in the character creation section, clearly and with examples. For me the prevention is more concrete and practical. A character can have breakout rune abilities. They can be created during character creation. The rules lay all this out during character creation. After that one can bring the concepts of Initiates and Devotees into the mix, which build on the concepts already established.
    .
    So, no, no rules changes or background changes. Just a matter of presentation as far as I can tell* at 6am with a cup of coffee in my hand.
    .
    * For example, on the first page of the Making Your Hero chapter we begin with these little subheading sections: What are Abilities? What is a Keywords? What is a Breakout Ability? What is a Mastery? This kind of clarity goes a long way for me in an RPG — which is essentially a technical manual. As much as S:KoH is chock full of knowledge about Heortling culture and magic and adventure that one can use with the rules, the application of rules (I think) are explained more clearly in HQ:G.

    #15514

    Sweet! Glad I could help!

    #15499

    HI Jeff, just be clear, look at your post once more (I want to be sure a new typo doesn’t creep in!)
    You wrote:
    “6. Determine effects of Hero Point expenditures, if any. In a simple contest, heroes may spend aa Hero Point to bump up their results. If they do so, their final levels of victory or defeat are modified accordingly.”
    I’m assuming that “aa Hero Point” is “a Hero Point.” Or “a single Hero Point”? Yes?

    #15490

    Thanks so much for the reply.
    .
    The confusion I’m having is that in the paragraph from p. 60 the first sentence is “You may spend only one Hero Point on any given dice roll.” A Simple contest is one die roll. So, shouldn’t there be a cap of one Hero Point? Yes?
    .
    I saw the second sentence as a clarification of the rule for cases of Extended contests.
    .
    The section on p. 60 is called: “Bump Up With Hero Points” and has no other reference to spending Hero Points in Simple contests. Thus, I can only assume the first sentence is referring Simple contents as a default, and (again) the second sentence clarifying for Extended contests.
    ,
    I’m not saying you’re reply is wrong. I’m saying it doesn’t seem to square with the information as presented.

    #15482

    I first started reading about Glorantha when Hero Wars came out. Knew nothing about it before then. I knew people who knew about it, and they loved the setting and had for years and years So I dove it.
    .
    While I loved the underlying mechanics of Hero Wars and all the anthropological setting material (I got all the supplements), I honestly couldn’t figure out how to make it all work. There was a chapter about Runes, and I knew runes mattered since the previous game about the setting was called Runequest. But I couldn’t quite snap them into place. And I knew Affinities should work with the gods. And I knew the initiates and gods and runes were all connected in a way that should produce Affinities… but, honestly, I never quite got it.
    .
    Then I got HeroQuest, and the game… well, that one didn’t help much either. Then HQ2, again, not really enough to grok it. I kept going back to the old Hero Wars setting material, really falling in love with it. But not sure how to use the cool basic mechanics to bring out the fascinating setting.
    .
    Then I got Sartar: Kingdom of Heroes and how the runes were explained and how to snap them into the mechanics finally started making sense. It still seemed overwhelming in a way. Sartar: Kingdom of Heroes changed some things from what I’d read in Thunder Rebels while also being the same place. But I could see how the runes, the gods, the mechanics all started working together.
    .
    And then last week I bought HeroQuest Glorantha and have been reading it. And I got the creating a character section. And having read Sartar: Kingdom of Heroes it gave me quick insights into how to use the rules about breakout Rune abilities and it all fell into place.
    .
    Now, was everything clear already in previous editions and source books? Maybe! But I can say that it was reading HeroQuest Glorantha that made everything make sense for the first time.

    So, Simon, you are not alone in having a revelation with this book!

Viewing 5 posts - 16 through 20 (of 20 total)

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