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godsmonkey

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About godsmonkey

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  • RPG Biography
    plainyg since 1980
  • Current games
    Just started a RuneQuest Glorantha campaign, getting back into GMing and playing after a long hiatus.

    Also experimenting with a rules variant HeroQuest game, set in the Shadowrun universe.
  • Location
    west palm beach FL
  • Blurb
    If you're in the WPB area, and want to game, let me know.

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  1. 5.3.13 Edges and Handicaps Your GM may want rules to represent opponents who strike rarely but with great effect or who strike often but with little impact per blow. The first quality can be represented with an edge; the second, with a handicap. Edges and handicaps are designated using ^ (^5, for example), handicaps with a minus sign (–^5). Edges and handicaps affect only the advantage points bid in an extended contest. Your edge is added to your AP bid when your opponent must lose or transfer APs. Your handicap is subtracted from your bid when your opponent loses or transfers APs. A
  2. This was the first I have seen of the game rules, but it was laid out easy enough to understand, and even use as the basis of another game. All that's needed is to change "coin" to D2 (unless you want to keep coins to establish mood in the game) Make a few changes to skills to fit the mood (For example firearms for a modern setting) and add any ornamental rules to flesh out the new game. The core mechanics are nothing more than a dice pool system, Im guessing the first of its kind in RPGs? Even more evidence of the legacy of Greg Stafford.
  3. Someone did just that: https://www.thealexandrian.net/creations/misc/prince-valiant-cheat-sheet.pdf
  4. I assume youre looking to GM? How are you thinking of doing this? Roll20, Fantasy Grounds or some such? Skype? Google Hangouts? My only HQ experience is a one off of ShadowRun I did using the HQ rules. Im not even sure I fully grokked it, but my players seemed to enjoy it. I am however somewhat versed in Glorantha, and have been gaming for many years, so depending on how you plan to proceed, I'd be interested. Im EST so only an hour ahead of you, so time wont be a big factor.
  5. GMTA! I was brainstorming something like this myself. The idea of a D20 totally front-facing game holds some appeal to me. It has a fairly high HQ feel with some Dungeon World added in. That would have really been the case with a 2D6 resolution. I was thinking for extended contests, each bump of 5 (say marginal victory to minor victory), would inflict one "wound". I typically play all my games using a "Mooks, Minions and Majors" house rule. Mopks take one "hit" to beat, Minions, 3, and Majors 5. that translates nicely to a 1/3/5 extended contest. If you want a more variable resolutio
  6. If as game master, you feel killing the party is the best outcome for the narrative, then do it. The threat of character death should be ever present, at least in my opinion.
  7. I feel like Benjamin Button in that I went from RQII in the 80s and am just now getting into playing HeroQuest. But really, the smart thing to do is make the New material RQ friendly. I'm just glad Glorantha is seeing a new golden age
  8. When you can, I'd be interested in seeing your house rules.
  9. Agree on the first point, not so much the second. But Like YGMV, YHQMV. For me, and my players, I like the variability of the AP wagers. It seems like the players got far more involved that the more abstract RP system. However, I can see instances where a simple contest is too macro, and AP bidding would take too long for the level of importance. So maybe, use all three methods?
  10. Like you, I'm new to these rules, and am trying to treat how to use them. The first to five extended contest just doesn't fire my imagination. I did really enjoy the AP wagering system and am going to use it. I do kind of feel that by making the system so flexible, it's lost some edge. It makes me wonder why they switched from the wager system, to an even more abstract extended contest system.
  11. I found a copy from a third party seller on Amazon, but you can find them on eBay as well I also found the hero wars books. The two systems are similar, but there are differences in character generation especially. However, I went with hq2 on character generation, because it's more streamlined.
  12. So, a follow up. (I mentioned this in the thread about extended contests as well) I bought both copies of Hero Wars, and first addition HeroQuest. I was able to run my normal RQ:G group with quickly converted characters, and used a few house rules (most notably, a flat 20 AP monitor for everyone.) Using a combination of chained contests, and AP wagering. Atgxtg asked if there was a reasons for wanting those copies... well, after running the game, and especially once players started using AP bids instead of just the chained contest results, combat got FAR more interesting. I have s
  13. Earlier in the thread I made mention of an alternate system I was considering for extended contests, since like the OP players, I felt the HQ2 extended contests were a bit boring, and lacked strategy, or even risk/reward since everything is boiled down to an opposed D20. Last night, I convinced my regular RQ group to try out my idea of chained contests, and a condition monitor of 20 Action Points. I used the Edge and Handicap rules, and then at the last minute, gave the option of bidding AP, or just using chained contests. Chained contests, while perfectly usable, gave a bit of a feel of sa
  14. Neither HeroQuest 1 nor Hero Wars had a condition monitor. that's me adding it to the game because I think I'm more like your players in that the idea of having some means of telling how close to defeated I am and engages me more that just a number of resolution points that reset every time I engage a new foe. Thinking about what your players are looking for, maybe the HQ1 extended contest would be to the groups liking: 1. State what your hero is trying to do and which ability he uses for his first action. 2. Figure your starting AP total using the target number plus any source of addi
  15. That was my logic with the condition monitor. One thing that bugs me, Rules as Written is if I defeat one opponent, then engage another, it FEELS like I have suddenly healed up the RP scored against me in the prior contest. ( I know that you determine results at the end, and I could be a walking corpse.) With a condition tracker, all RPs scored are kept track of so while I took out opponent A & B pretty easy, when a fresh opponent C comes along, I am worse for wear, not starting with a fresh monitor. Another option is to keep all penalties from chained contests when engaging the new fo
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