Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Archivist last won the day on January 27 2016

Archivist had the most liked content!

Community Reputation

26 Excellent

About Archivist

  • Rank
    Senior Member


  • RPG Biography
    Love all sorts of Games
  • Current games
    VtM 20 (running), Star Wars (new) (playing), D&D 5e (playing)
  • Location
    Tuscon, AZ
  • Blurb
  1. Genre Pack Use Cases

    That makes sense - I'd describe these things in a Genre packs then describe the defeats / failures as the outcomes of contests.
  2. Genre Pack Use Cases

    Here are a couple of common "use cases" (situations) where the RPG or genre has a thing that I'd like to implement, but I'm not sure how to do so in HeroQuest 2. I don't need some incredibly complicated mechanical subsystem. Something along the level of complexity of "you have the flaw Y and you must test against that when Y happens to do Z"Use Case 1: Characters have a power, but the power is dangerous to use or of limited use. Example: In Chronicles of Darkness Werewolf the Forsaken RPG, staying in Garou form for too long causes Rage, which means your character can loose control and start killing everything around them in Berserk rage.Example: In World of Darkness Orpheus RPG, projecting yourself into the realm of the dead for too long is risky - at some point your physical body might die if you stay for too longExample: Andy McGee from Stephen King's Firestarter. He can control minds, but the more resistent the target is the more likely he'll damage himself. Use Case 2: Characters have a 'stat' that impacts their behavior / abilities based on their action. Example: Vampire the Masquerade's Humanity mechanic. Each time the Vampire does a thing more terrible than the last, he tests to see if his Humanity degrades further. The lower the Humanity, the harder it is to resist Frenzy, seem human, and interact with mortals.Example: Call of Cthulhu Sanity. As the character encounters mythos entities or uses spells, their Sanity degrades. Degraded sanity results in derangements. Example Unknown Armies madness meters, Delta Green sanity. As the character does or is exposed to terrible things, they develop derangements and are less able to deal effectively with horrible things.
  3. House Rules from Veterans

    Hi JonL. Can you explain how that would actually work? Has anyone ever house-ruled a split between HeroPoints as HeroPoints vs XP?
  4. House Rules from Veterans

  5. Simplified Antagonists

    I really appreciate all of the above. Thanks! A formal version of the above should definitely go in the companion. I still think it would be terrific to at least think about providing a mechanic for creating abstract antagonists. I don't think BRP has had antagonists (NPC's, Monsters) built like PCs as a design decision, but because *every* RPG game did it that way. However, it's possible, with clever mechanics, to do it differently, with examples (in some cases it's just an option) including the Cypher System, Basic D&D, Dungeon Crawl Classics, and Chronicles of Darkness (Ephemeral Beings). You already allow the option of removing hit locations, it would be terrific to take this additional step and really provide the GM with tools that further simplify their job. I'd do it but I'm not a game designer and have no idea how to actually implement it.
  6. House Rules from Veterans

    Wow that's great
  7. [HQ2] Preparation / Advantage / Situation Changes

    Do the Glorantha books have any additional mechanical widgets?
  8. In games like Fate you can decide to roll to take risky/action consuming actions that if possible, give you a leg up (create advantage). Other games have more mechanical versions of this (e.g., different combat actions in savage worlds). It *seems* like beyond narrating the outcome, in an extended contest you're just rolling until the outcome is achieved, usually on the same trait repeatedly against the same resistence. e.g., Round 1: "I feint and stab him" (rolls Master Swordsman of Ginaz 2W against resistance X) Round 2: "I leap on a table, then kick him in the face as I slash downward" (same roll as above) Am I missing something?
  9. Simplified Antagonists

    In The One Ring NPCs: have simplified stat blocks (e.g., everything they can do physically is represented by a single stat); have an attribute level (which describes their overall competence level; have keywords and underlined things that indicate situations where their attribute level gets added to their overall competence gets their attribute level added to their competence I think Cypher System and Chronicle of Darkness (Hunter the Vigil) NPC's work similarly.
  10. Simplified Antagonists

    It seems like NPC's are built exactly like PC's - skills, stats, hit locations, etc. Is there some approach for building simplified antagonists?
  11. [HQ2] Basic Mechanics Questions

    [HeroQuest 2, p. 22] a hero w/ a 3W mastery with a -6 penalty has a target number of 17 I'm not clear why that's a 17. If you forget about the -6 penalty then they have to roll a 3 or under, and get a free bump up because of their Mastery (if it's not canceled). Wouldn't the -6 just reduce their target number to 1? Or does it eliminate the mastery. If that's the case, and I had 3W2, would it still reduce it to 17 or something else?
  12. HQ 2 has a Death Spiral alternate rule on p. 76, which is a bit like the Mythic Russia Chained Contest. Has anyone used the MR Chained Contest in their Heroquest 2e games? How did you adapt it? How did it work? What do you do to run great extended contests? The thread below on RPG net shows there's lots of different opinions on what the rules actually allow and how people run them. How do you set up good ones? What rulings do you use? https://forum.rpg.net/showthread.php?583487-HeroQuest-Switching-Tactics-in-Extended-Contests/page3
  13. Understanding the HeroQuest Core Mechanic

    I did read the examples in the HeroQuest Glorantha book, but I didn't understand them until I looked at the examples that were posted here.
  14. Understanding the HeroQuest Core Mechanic

    This is really helpful. If you have a mastery (e.g., 1W), do you auto succeed (since any roll is always under 21), do you only succeed on a 1 (and therefore a critical) that you get a free bump for (from the mastery)/