Forum Replies Created
August 30, 2014 at 7:24 pm #10639
Thank you for the kind words about my expansion of the HQ results into Yes, X and No, X.
I have been exploring the idea further at Tales of a GM, and combined the graded outcomes with some advice from the game Little Wizards.
The latest expansion of the concept is Yes/No, but Little Wizards. This adds a few narrative options into the HQ hierarchy of outcomes.
I am working on a larger version of this, which we tested for the first time in today’s game and the results were promising.
All the best
PhilAugust 18, 2014 at 9:53 am #10470
As @David Scott writes, it is all about how the contest is framed.
Given a good narrative, I would have no problem in allowing Players to use divine magic vs spirit magic.
All the best
PhilJune 30, 2014 at 6:18 am #8301
Glad that you like the “Yes, X” formation of response.
HeroQuest Glorantha may have advice on this area, but for now I find it helpful to me when running HQ2.
All the best
PhilMay 30, 2014 at 3:50 pm #8010
The similarity of the terms in HeroQuest does not help to make them stick in the mind. Jeff says that they are here to stay, so you might need another way to look at the results.
I wrote a post on my Tales of a GM blog about this topic:
Totally Yes/No and But, found at http://talesofagm.com/?p=97
The short version is that you treat the levels of success as:
As the GM, you can frame your description of the outcome along these starting points, with reference to those phrases.
I hope that this helps
PhilJanuary 17, 2014 at 6:18 am #6744
I run a small HeroQuest 2 game in Norwich, playing in a highly variant Glorantha. I know that this is too far for you, but adding to the list of UK gamers.
Good luck finding a game
PhilJanuary 13, 2014 at 12:36 pm #6722
As HeroQuest 2 is such a flexible system, there are several ways that you could run Call of Cthulhu-style sanity. I would choose to run Sanity in a method similar to the one Jeff outlined.
Thus, it would be a Simple Contest. The Cthulhu entity would attack the Investigator with a Fear-based rating, scaled according to the creature. Thus, a Zombie would have, say, a Medium Fear Aura, scaling up to Nearly Impossible for the dark gods themselves.
I would require the Investigators to resist this Fear Aura with some sort of mental ability, but you could also accept relationships as Jeff outlined. Of course, the Player would be risking a consequence linked to their chosen ability, so may want to consider carefully.
The results of the Simple Contest may impose a Lingering Bonus or Penalty. I would apply a Lingering Bonus to the Investigator’s struggle with the current creature, some sort of determination to rid the world of this evil. Once an Investigator had overcome a Zombie’s Fear Aura, then I would not require a further roll should more Zombies turn up. However, if a Hound of Tindalos appears, then a fresh roll is needed and any Zombie Bonus will not help.
Conversely, if the Investigator fails the Fear contest, then I would apply a Lingering Penalty, initially to mental abilities. At higher levels, then a penalty applies to All abilities as the fear really takes hold. For a Major Defeat, then either a temporary insanity, or perhaps a permanent character quirk, along the lines of a minor geas. You could tailor this quirk to the ability chosen to resist the Fear Aura. This would gradually make the Investigator weirder over time, which might fit your style of game.
Of course, the Complete Defeat is the full-blown insantiy, or perhaps even temporarily mindlessness and out of action.
You can tweak with these results to create the style of game that you want, or perhaps vary the effects over time as the accumulation of weird sights takes its toll on the hapless Investigators. Much of the detail depends upon the style of game you wish to play, or the subtleties of the source material you are seeking to emulate. Whichever approach you take, the HeroQuest 2 rules are flexible enough to cope.
I hope that this helps
PhilJanuary 8, 2014 at 8:55 pm #6687
I agree with Robin, HQ2 is such an awesome system that I would urge you to stick with it, even if you have to tinker with the rules a little. This is what I have done, and then run over 100 Sessions with it.
Essentially, I assign difficulty ratings to opponents or events as I create the encounters, as these ratings are keyed off Base, and thus will scale as the game progresses. These ratings are the Very Low, Low, Moderate, etc. as described by Jeff. I find this easier to deal with than the more narrative method suggested by the rules.
Indeed, you may prefer to hybridise HQ1 with HQ2, as the original system adopted a more conventional approach to enemies.
Please give HQ2 another look, as it is a dream to run and can create some great story opportunities.
PhilDecember 13, 2013 at 11:31 am #6406
As Peter says, the Sartar books are the best background material to use.
However, to counter the generic nature of HQ2, you may find that the original HeroQuest rules are useful. Apart from the Combat, most of the rules are much the same as HQ2. Yet, HQ 1 is very much a Gloranthan set of rules and contains some great examples to explain the rules in a Gloranthan context.
Best of luck with the game
PhilOctober 13, 2013 at 2:53 pm #6076
I especially liked the Hat of Many Things. There is a lot of potential there, for a Hat Keyword with assorted fighting abilities.
Thank you for sharing
http://talesofagm.com/, a HeroQuest 2 GM blogsSeptember 30, 2013 at 9:14 am #5988
Hi David,Quote:Quote from David Scott on September 11, 2013, 15:45
I must admit I had to look it up to see if it was correct. It’s correct if you look at its Latin root meaning “form into a body”.
I think that I would have gone for “corporeal”, which has the same Latin root, but your term has better imagery. 😛
Talesofagm.com A HeroQuest 2 GM blogs