Forum Replies Created
February 24, 2015 at 1:02 pm #14466
Thank you again for your response.
Perhaps the broader issue here is that HQ is so different from the bulk of RPGs that different people need different tools to help them adjust. I like to think I am a narrative gamer, but perhaps I need a little more structure in my game than HQ offers. I am very lucky that my Players have come on this journey with me, and we have found a system which works for us.
Yet, there are still areas for improvement. I am hoping HQ:G will bring a fresh look at the rules, not least as I shall read it and thus find all those areas where I have been going wrong.
However, there is also much to learn from how other GMs are running HQ.
All the best
PhilFebruary 17, 2015 at 12:33 pm #14406
If the player wrote a brilliant background story for her character that provides an interesting story hook, NPC, flaw or even ability I am going to use it, whether it is on the character sheet or not.
But then once they use it, does it not then appear on their character sheet?
For background to have mechanical relevance to the Hero, does it not need to be expressed in a way that matters to the mechanics? I could award a skill bonus for weaving in some element of a Hero’s background, but that could prove rather subjective to assign values to events from different backstories. Having abilities linked to each hero’s past listed as part of the Homeland Keyword seems to work for us.
Of course, my Players have no other experience of HeroQuest, so are unaware of the proper way to play.
No, we have not run through the clan questionnaire, as we are not playing a Sartar-based game. I would consider using it if we were.
Thanks for your comments.
All the best
PhilFebruary 10, 2015 at 1:56 pm #14342
I am glad to read that your experiences with the rules as written have not resulted in rampant powergaming. I know there is always one Player who will try their luck, but it is pleasing to know the consensus is that the rules work.
Perhaps the five breakout limit was also my first attempt at making sense of a narrative rules system after so long playing f20-style games.
How about the more structured Homeland Keyword? What were your thoughts on that?
All the best
PhilDecember 17, 2014 at 11:34 am #11870
I am sure you will have read the news elsewhere, but as this is a thread about HQ:G, it seems appropriate to post the update here too.
During the course of the Glorantha seminar at Dragonmeet, Jeff Richards addressed the issue of HeroQuest Glorantha. The bottom line is that the Moon Design Team are holding off working on HQ:G until all of the Guide to Glorantha Kickstarter rewards are complete.
Once this is done, then final work can begin on HQ:G. I think we can expect the new version of HQ early next year, but no firm date was given.
So, only a few more months left to wait.
All the best
PhilDecember 17, 2014 at 11:28 am #11869
Well, Dragonmeet was a lot of fun. I had the chance for a short chat with Jeff, which was very kind of him to spare me the time.
I also attended the Glorantha seminar. This too was fascinating, despite the cramped setting. The seminar was something of a tag-team event between Jeff and Rob, who really did swap seats.
For a full report, see my post at Tales of a GM:
I hope to meet up with some of you next year
PhilDecember 3, 2014 at 6:29 am #11785
I think the term Narrator is probably a better reflection of the way we play, but I have a strong attachment to GM.
The term has evolved over time, just as the role has changed. Strange then that the term for Players has not seen a similar evolution.
All the best
PhilNovember 23, 2014 at 5:18 pm #11667
Not only will I be there, but so will Rob Heinsoo. And we are going to try to drag Robin in as well. That will make it pretty much a reunion show.
Oh yes, a Glorantha reunion would make for an awesome seminar.
Really looking forward to hearing what you have to say about the future of Glorantha.
PhilNovember 12, 2014 at 10:40 am #11529
Thank you for your extensive list of changes to HQ2. It is good to know how much, or how little, is actually changing.
The more I hear, the more I want a copy!
As for the wider issue of adapting other systems to HQ2, I have never found it difficult. Simply treat any descriptive text as as example of the 100 word character creation method, highlight the salient phrases and use those as abilities. This is so simple, yet effective.
Best of luck with Mythic Britain, Mark.
PhilOctober 28, 2014 at 12:01 pm #11385
This is what is available: http://www.glorantha.com/product-category/the-vault/
Everything but the content of the Deluxe Hero Wars boxed set!
Thanks for that, I must buy up the missing pdfs.
PhilOctober 21, 2014 at 11:51 am #11324
That is a great idea, I wish I did know. My copy of Hero Wars is starting to fall apart, so a pdf version would be useful.
Indeed, pdfs of any and all Gloranthan or Hero Wars books would be very desirable. I know Jeff and co are very busy, but there could be some demand for these products.
All the best
PhilOctober 15, 2014 at 11:14 am #11291
If you want to stay close to the original Gorp, then you could just rule that it is immune to all the other types of magic. I would not even roll for this, as by allowing a role, you are acknowledging that there is a possibility of victory.
Thus, the Heroes are either going to have to use the right magics against the Gorp, or be very creative. Resistances when using Fire magic will be a lot lower, reflecting the Gorp’s vulnerabilities. In all other cases, it will depend upon the creativity of the Heroes.
When describing the Gorp, especially if it is attacked by other types of magic, I would be sure to specify that the immunity is a rare phenomenon. This is to reassure Players that this is intended to be an unusual challenge. You are not intending to regularly shut down the Heroes’ magic in this way.
Best of luck, and I hope your Players are up to the challenge.
PhilOctober 7, 2014 at 12:38 pm #11196
I appreciate that Jeff & co are busy with the latest Kickstarter, but is there any news about HeroQuest Glorantha? Just an update, so we know how long we have to wait.
I have just bought the excellent Sharper Adventures in HQ G, and it feels odd to have a supplement without the main rules being available.
So, any news?
PhilSeptember 30, 2014 at 12:05 pm #11056
First of all, I have found the same difficulty as you with needing to adjust Players’ expectations of what a HeroQuest game is like. The mindset of f20 games is hard to shift for some people. Indeed, the big inter-Player confrontation that blew apart our last cycle of tales probably had its root in this issue.
I have also dealt with your main question in my game. New Abilities are linked to the current Augment Resistance, starting at one less than the current value.
I chose this instead of the Base value for several reasons. Firstly, Augment does rise, but at a slower rate. Thus, any new ability will still be relevant to the game, as it will serve as a good Augment ability. There is then scope for a Player to raise the Ability further, but even at its starting rating, there will always be the option to use it for an Augment.
Secondly, the changes to the Hero are less. I have found that Base rises very quickly, and can soon outstrip many of the Abilities of a Hero. Allowing a new Ability to be linked to Base opens up the possibility of Players simply buying new Abilities every time, rather than trying to improve existing ones. If a new Ability were linked to Base, then it does not make sense for a Hero to suddenly be able to do something so well just by buying a new Ability. I want to see more of a story from my Heroes, and thus want to chart a gradual increase in their power.
Every game will vary, but I hope I have given you something else to consider.
PhilSeptember 15, 2014 at 12:38 pm #10926
I have been running HeroQuest for a couple of years now, and we typically use an Extended Contest for combat encounters. These do not run quite the same way as they would in an f20 game, but there are enough similarities to convey the feeling of a combat.
HQ can require quite a shift in expectation from many of the traditional RPGs, but it is worth the effort for the flexibility of the game.
Best of luck
PhilSeptember 2, 2014 at 7:36 am #10666
As a GM fond of tinkering, after 100+ game of HQ I find myself using all sorts of House Rules. Many are focused on the narrative, but some a more mechanical in nature.
Biggest of all was the feeling that Base rises too quickly, so I slowed that process down. I also limited the expenditure of XP, fearing Players would game the system too much.
My Keywords are narrower, with limited number of breakout abilities, and I added Flaws that the GM can invoke, in exchange for an additional ability. There are more, smaller changes, but it may all change again when I finally get my hands on HQG.
I do like the idea of the perfect critical of a natural one. I may have to borrow that idea.
All the best