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Archivist

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Everything posted by Archivist

  1. 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
  2. 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.
  3. 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)/
  4. Can someone walk me through (or point me to) a walk through of the core mechanic. I'm reading through HeroQuest Glorantha and I'm completely unclear on how a Simple Contest works.
  5. Newt, how does HeroQuest avoid the narrative exhaustion you mentioned. It seems like it should have the same issue..
  6. Cool. I have Hamlets Hit points. I'm not that interested in Hill Folk / Drama System, but that's a personal preference.
  7. Ha. it seems pretty cool. I'm only mentioning it because I just got it and people say it's like HeroQuest.
  8. Does anyone have any thoughts on the OtherWorlds RPG? It seems a lot like HeroQuest
  9. Sweet. I'm going to buy that book.
  10. So lets assume I'm playing it RAW (which I'm fine with). Aren't most scenes more interesting if they're nail-biting, so shouldn't I always make it more difficult. I'm not clear on how I know when to make a scene more exciting or not (unless it's trivial). I'm not arguing that HeroQuest is wrong, what I'm confused about is how I, the GM, know not to *ALWAYS* make it more difficult because 99.9% of scenes are always more interesting if they're nail-biting. You know, and other HeroQuest GM's know, i'm just not sure how I (gary) knows.
  11. I was reading HeroQuest Glorantha (2e) and it had a section about how important it was to set difficulty based on how interesting success/failure would be for the narrative. Lets leave aside the pass/fail cycle AND any attempt to simulate realistic difficulty. I'm confused about how this guideline helps me set the difficulty. I get it for the extremes - if it's something that MUST happen to move the story forward, then use a low difficulty, if it would short-circuit the story, then use a high difficulty (e.g., the player's one-shotting the campaign's antagonist in the first scene). But wh
  12. Hi! I got the PDF from you when I bought the softcover. How do I get my updated PDF?
  13. So your character and mine are called to a crime scene, where it seems a victim has been killed! We have to find out who did it and stop them! As you're some kind of super-spy for arcane people. So you might use your 7W to hunt for clues to the killer (you've killed a bunch of people so you know how). Then, you'll have to figure out how to find the guy, and so on. So a whole adventure worth of scenes. Let's say I have "White Court Wizard 7W". Keywords that describe broad magical abilities, like this, confuse me on how to adjudicate them. Why couldn't I just say "I'm going to
  14. How do you adjudicate overly-broad supernatural abilities? Example: I'm running a Dresden-Files style supernatural investigation game, where the core activity is investigating some problem, then solving it If I have "County Medical Examiner 7W", it's pretty clear that I can't just magically resolve both elements of the core activity with a description and roll. However, if I have "College Trained Wizard 7W", it would make sense for me (or the character) to do something like I cast a spell to find out what is going on I cast a spell to solve the problem I think I'm mis
  15. Thanks JonL. I actually have both of those products (they get recommended frequently). I really really wish the people that own the Heroquest II licence would get things straightened up in a way that the company that made Nameless Streets would work with them on that product line. They really nailed it in showing what you could do with Heroquest II.
  16. For those of you that use HeroQuest 2e / HeroQuest (2e) Glorantha, what house rules or cool conversions have you used?
  17. I agree re Narrative Combat, since that implies extreme narration, but I do think Basic combat deserves a special name. I think we do need an expansion book or extended thread for the GM about "how do I do X". In particular, some extended discussion about converting common things from BRP or other systems and changing the assumptions. e.g., magic points in most BRP games -> skill checks w/ conditions
  18. I think changing the name of Basic Combat to Narrative Combat as another poster suggested is pretty cool.
  19. Why don't we like CoC 7e. It seems fine to me.
  20. Hi Laurence. Is there some kind of playtester or other group for supporting Mythras development?

  21. Just curious. In D&D variants, you get rough character balance because of how classes are designed. In a pure point-buy system, like vanilla BRP or GURPS or Savage Worlds, you get a balance based on the points. If you just hack in "stuff," how do you make sure that the guy with access to magic from that Magic system you've chosen to use isn't vastly overpowered compared to the other characters?
  22. For those of you that use an earlier version of RuneQuest, why?
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