February 5, 2014 at 1:59 pm #6866
Joerg BaumgartnerSpectatorQuote:Quote from Baron Eric Greystone on February 4, 2014, 16:28
Interesting. In any case, I don’t feel that special rules are really needed. But I like the idea that “Heroquesting” is something the “Heroes” do, ie, the Runelords and Runepriests. Therefore in my games I wouldn’t have lesser characters on Heroquests.
There have always been ordinary folk on some of the most complex heroquests known in Glorantha, like Teelo Norri or Flesh Man. I agree that the participation of a Runelord or Runepriest will make accessing the hero plane a lot easier than lack of such, but there are other ways to be drawn into a hero plane encounter – as happened to Biturian Varosh.
Whatever rules system you use will need some means to handle challenges not only to your characters’ skills but also to their emotions and physical reactions. The emotional state of the quester may very often be the key to progress on a quest, whether it is desperation, rage, grief, or whatever. Some encounters require a reaction of lust or hunger, or to be overcome by temptation. A genre-savvy quester might be able to substitute something similar and somewhat appropriate – in this case the narrator has to decide how appropriate the substitute is, and how to determine the effect both on the quester and on the progress of the quest.February 5, 2014 at 2:58 pm #6867
I’m also convinced that heroquests should not be Super RuneQuest (though they may lead to that, as the results of HeroQuests can lead to more powerful characters quickly). But at the same time there are aspects of the rules that matter. You want some way of tracking the characters emotions and commitment – passions does that handily in RQ6. And you want a magical system that is rich and complex enough that it becomes as much about having just the right magic for the situation as about raw power. The Rune ratings in HQ2 do a good job of that – hopefully AiG will have everything needed to do a great job.
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