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Everything posted by Archivist

  1. Rules of thumb for creating simplified antagonists
  2. A thread on RPGNet suggested that there were official errata for HQ2. Does anyone know where it is?
  3. That's sounds terrific! If you have anything else that would be great. I couldn't find this in my CoC 6e.
  4. Do you recommend the (https://www.chaosium.com/malleus-monstrorum/ (Malleus Monstrorum)) for additional antagonists? Any other ideas? Are there any supplements or do you have your own method for creating simplified antagonists? By default, like all BRP systems, antagonists are built exactly like PCs, but you rarely need all of that stuff.
  5. For those of you that run HQ 2 is there anything you borrow from HQ Glorantha as an add on or a way to do something better?
  6. I'm 100% behind the gradual descent into madness, but the "you gradually gain random multiple DSM disorders" always struck me the wrong way. I get that exposure to the mythos drives you crazy and makes you non-functional, but having it randomly cause Manic Depressive disorder isn't really what I'm into. Does anyone have an alternative system for making characters less functional as they loose sanity without gaining a list of DSM disorders?
  7. I didn't realize that, as I was frightened by the size of the books.
  8. I happily backed the CoC 7e kickstarter and was happy to support Chaosium. However, practically, for me, having to digest three large books in order to run Pulp Cthulhu or Darker Trails seems overwhelming to me. Are there a list of "best of 7e" things I could hack from 7e into 6e and just use that? Is there a way to run 7e without having to digest and master 3 enormous books?
  9. That makes sense - I'd describe these things in a Genre packs then describe the defeats / failures as the outcomes of contests.
  10. 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 k
  11. Hi JonL. Can you explain how that would actually work? Has anyone ever house-ruled a split between HeroPoints as HeroPoints vs XP?
  12. 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 B
  13. Do the Glorantha books have any additional mechanical widgets?
  14. 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 slas
  15. 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.
  16. It seems like NPC's are built exactly like PC's - skills, stats, hit locations, etc. Is there some approach for building simplified antagonists?
  17. [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?
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