Narrator Advice
Improvising Keywords
by Mike Holmes
Copyright © 2004, Mike Holmes
Players will at some point want to create new keywords. One of
the barriers to players taking on this challenge is that they
might not feel comfortable about it. After all, other RPGs make
this difficult to illegal. Not having a strict method for
development of new keywords, narrators might not feel comfortable
coming up with new keywords with players. However, the rulebook
does imply that it's an option:
Page 18 - "First Time Narrators"
Start with the keywords in this book. As the players learn the
system, they can experiment with keywords from the player's
handbooks, mixing and matching keywords, or creating entirely new
ones.
Indeed, what if a player wants a character to be from an area
that's off the map, or to have an occupation that isn't listed?
Certainly such exist, and as viable options for heroes. There are
many cases where it makes sense to alter existing keywords or
invent new ones. This article will hopefully serve as a guideline
on some of these issues to lower the barrier to players making
their own keywords.
When to Tinker
When is it appropriate for a player to make a new keyword? Well
some might even take the view that most keywords should be
individualized to the character - everybody should have them!
But that's probably overdoing it. As I said, for a player new to
the game, it really all depends on how much they want to
investigate this part of the game's potential. Still, there are
some common times when it might behoove you to at least alter a
keyword.
The Obvious Cases
Some players just create things out of the blue, such as new
occupations, or they want to play a character from an area that
you don't have keyword information on (for example, Haragala if
you only have the regular HeroQuest book). Assuming
the narrator allows this addition to the world, she should briefly
explain the process of creating a new keyword, have the player look
at the Keyword Templates to
see the basic format, and go for it if the player decides that
he's interested in participating in the work. If they're not
invested enough to help you with the process, suggest to them that
they might be more comfortable with one of the published keywords.
Subtle
There are less obvious cases, however. To catch these opportunities
to customize the character, pay attention to each keyword selection
the player makes.
Species Variance
Species can be a complex issue in HeroQuest. There may
be occasions where alterations to species are suitable, but in general the
topic requires a lot of consideration and so might be the subject of a
future article.
Homeland
Often, in a narrative background, players will describe their
characters as being from part of a homeland that doesn't seem
to match the overall homeland description. This is actually likely
to be quite common. For example, the Heortling keyword might need to be
altered to fit a character from the Heortling city of Boldhome. The
homeland keywords can be modified to cover the variety of characters
available from the entire homeland.
Social Class
Class also potentially impacts homeland keywords. Does it seem
that the nobles in this region don't do any farming? Then perhaps
there needs to be a "noble" version of the keyword with farming
replaced by something like hunting. Yes, noble can also be an
occupation. But the homeland keyword represents a base cultural
knowledge, whereas occupations ought to be considered separately.
So, similarly, the poor (where they can eke out a living) will
likely also have their own keywords. Some cultures may have special
castes or other class systems that merit this treatment.
Gender
In many cultures there will be differences in sex - if you think
that a current keyword doesn't take this into account, then
by all means alter it for sex.
Occupation
Often, a player's description of his occupation doesn't exactly match
one in the main rulebook (or in any of the other HeroQuest
books available to you). This is one place where it really behooves you
not to ask the player to just pick from the existing list of keywords.
Instead, ask him to describe what he has in mind. Lists are important
for things like homelands where the player may not have a good
knowledge of what exists. But the "tropes" represented by the
occupation keywords are well enough known that players can come up with
them on their own. And when they do, titular differences or varying
descriptions can tip you off that you may do well to at least alter an
existing keyword. It's OK to use a close match if nobody objects, but
just as often it's really a simple matter to create a new keyword.
Overlap
One case deserves special mention. Frequently, keywords will
"overlap," meaning that there will be an ability contained within more
than one keyword in which the player is interested. There are lots of
ways to handle these redundancies. One is to just ignore the redundant
ability. While the rules support this (page 19), players sometimes
feel punished by this rule for what are often very good hero concepts.
Another method people use is a kludge that involves the notion that
the player would keep the second ability, but that it would more or
less always augment the first. That translates into a +2 bonus to the
starting ability in most cases (editor: many narrators give +4 to
emulate the process used for the homelands in books like Imperial
Lunar Handbook), which is usually added straight onto the
rating for simplicity's sake. But a potent and interesting method is
to alter one of the keywords instead. We'll start the next section
with how to do just this.
How to Tinker
Once you've decided to tinker, then, how do you do so? Well, first
review the various Keyword Templates.
Where you go from there depends on the types of changes you need to make.
Adjusting for Overlap
If, say, a character had Barter from his Homeland and the same
ability from his Occupation, it seems likely that he wouldn't have had
a need to learn to barter in his occupation, having learned to do so as
a youth. People of his occupation from this land wouldn't learn that
particular ability as part of their occupational training. What they
might have learned was something similar to it, however: an enhancing
ability that would broaden their range of ability in the general area.
Thus, in the case of Barter, the narrator and player might
decide, based on the description and typical personality traits of the
culture, that Haggle might be an appropriate ability for the
occupation.
This method has several benefits. First, it doesn't violate the rules
in any way. It is the most potent option available, in that it maintains
the character at the same level of effectiveness that he would have had
if the keywords selected had no matching abilities. The character will
likely have the benefits of the auto-augment from one ability to the
other, but will have a somewhat broader base, given that either ability
can be used as the primary ability. And when one of the two augments a
third ability, it's likely the other will as well. By comparison, the
other methods discussed above for dealing with overlap (automatic
augment, permanent bonus, ignoring the overlap completely) weaken the
character ever so slightly, creating a dis-incentive to take the combination.
Other Minor Adjustments
Often, modifying a keyword is simply a matter of changing just one ability.
For homelands, this probably represents the majority of cases. If they
speak a dialect in that area, then note that in the title of the spoken
language skill, as in Speak Holayan (Tarsh Border Dialect). The
neat thing about dialects is that, though they probably have some small
penalties with the base language, they may be understandable to other
cultures. In any case, it certainly gives some color to the character and
the setting if the player has invented the dialect or accent. If from a
far-flung province, the character might be familiar with a slightly
different geographic region. If the culture mixes with another over
the border, the player might be able to wrangle an additional cultural
ability out of the narrator (or a change to a syncretic culture). There
are many ways to change things slightly, such that they take on a unique
cast.
In general, changing one or two abilities in a keyword is such a small
and sensible alteration that you really can't go wrong. Just make sure
that the abilities exchanged are about equal in number and breadth.
Obviously, you don't want to substitute a very broad skill for a narrower
one.
Major Adjustments
Sometimes slight alteration isn't enough. Sometimes you're going to want
to make up new keywords from the ground up. To do this, simply emulate
the sort of template that the example keywords set out for you. Find
the abilities in any text that you have that describes what you're
defining, using a method similar to the narrative character generation
method. That is, go through the text looking for important words, and
pull them out for use (underlining them, or using whatever technique
works for you).
If the keyword is something that there's no text for, a completely
original addition, then ask a lot of questions about it, until you have
enough information that you think you can start making your list. Once
you've gotten going, you'll find that more and more questions pose
themselves, especially in light of comparisons of the new keyword to the
samples. A lot of, "This keyword has X, does the new keyword have
something similar?"
Species Keywords
Again, this is a complex subject, and as such, will be dealt with in a
future article dedicated solely to it.
Homelands Explained
On page 37 there is a definition of the
overall format for these
Homeland Keywords. They break down into the following salient areas.
Native Abilities
These tend to be very formulaic. For example, every homeland has the
following in its Native Abilities section:
- Language
- Survival Skill of some sort appropriate to the typical
ecosystem in which they dwell.
- Geography knowledge of the surrounding area.
- Culture knowledge, representing knowing one's own
customs
Add to these a couple of abilities that everyone needs to support
the local socioeconomic and political mode. For example, in a very
agrarian society, everyone will have Farming. In highlands where
farming is harder, everyone knows Herding. In hunter/gatherer
societies, everyone knows how to hunt or gather (split between men and
women, typically). In militant societies, one weapon type will be taught
to everyone. In trade hubs, everyone knows how to bargain or barter or
trade, depending on how advanced they are. In places that are power
centers, abilities revolving around intrigue and politics become
ubiquitous. Fill in those blanks, and you have your Native
Abilities covered.
Typical Personality Traits
Personality is just a matter of how you view the people. Are they
Stubborn? Hospitable? Warlike? Enterprising?
Just jot down four things that describe the stereotypical member of
the society. One more or less than four is probably not problematic, as
long as the culture is well described by the selections. While it's
true that players don't have to take all of these abilities, it
behooves you to do a complete list, so as to have a reference for
the culture as a whole.
Typical Relationships
Relationships depend, again, on what sort of form the society takes,
including their religions. "to Family" is almost ubiquitous, though one
can imagine a society where family isn't important (probably tribal or
clannish, then, where these institutions perform the same roles).
Following that, what other sociopolitical structures are there? If it's
feudal, then you'll have a house that you belong to in some way or
another. If there are guilds, you may belong to one of them. Castes?
Religious organizations? Leagues? Clubs? You can look at what exists
in other homelands for examples, and go from there. There should be
several, however; again, you're looking to complete the keyword, not
just include those abilities that the character will have.
Other
Religions are covered below, on their own. The sample names that are
included with written up keywords are unlikely to be important at first,
but it can be fun to create them. These often give an idea as to what
the language might be like.
Religions
Religion Keywords are short and to the point, and shouldn't present much
problem to create at all. These are practically spelled out in their
entirety on pages 106-107 of HeroQuest, in the section on
Worshipper Abilities. (The format can be found on page 37.) They are
formulaic to the point of requiring almost no creativity to produce. Once
you have an idea of the nature of the religion, enumerating it is very
straightforward. (Example,
Common Religion template).
Occupations
Occupations are a tad
tougher - tough enough to generalize upon that not much can be said here,
other than to use common sense and guidelines similar to those given
above for other keywords. Fortunately, those that exist cover a lot,
and creating ones completely from scratch will be rare. If an
occupation bears any resemblance to one already listed, then just swap
out better-labeled abilities of the same scope, one for one, in a manner
similar to the above methods for simple changes. If it is absolutely
necessary to make one from scratch, the format can be found on page 31.
Balance
Balance in HeroQuest comes at the point where the player
will see each keyword as potentially inviting. To that extent, the number
of abilities in a keyword should remain near the average, but can vary
somewhat. There are other ways to balance things out as well. Looking at
keywords that have more than the average number of abilities, many of the
abilities tend to revolve around something in particular, really being
facets of a larger area of competence. For example, Grazers
(HeroQuest, page 46) have all sorts of horse-related skills,
but it all boils down to "Great Horsemen," essentially. If you have a
homeland that needs a couple more abilities, then break a larger ability
down. Sailing can become Boating, Sail Ship, and
Navigation, for the right culture. Another might have Fishing,
Boating, and Make Net. Yet another might have Rowing,
Lobster Trapping, and Repair Boat. Hunting can break
down into Tracking, Stalking, Spear Fighting, etc.
Little breakdowns like this can really help detail a culture. The first
maritime culture above is one composed of ship-builders; the second,
fishermen; the third, trappers. The example hunting culture hunts with
spears instead of using bows. These little things say a lot about the
daily life of the culture's members, and go a long way toward making a
keyword attractive. This is an effective way to balance a new keyword
with other keywords that offer more abilities.
Benefits
Characters with tailored keywords are probably more individualized than
characters with only standard ones. Further, if the player works with the
narrator to create these keywords, the player takes on greater ownership,
not only of the specific character, but of the elements of the world that
he's helping to define. Such a player often becomes more easily engrossed
in what's happening in the setting.
By making new keywords, you expand the game world as you go. There becomes
more for the narrator to use in making narrator characters for the heroes
to come into contact with. More for players to interact with. More context
in which to have fun play. Give it a try.
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