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Corvantir

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Corvantir last won the day on March 29 2018

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About Corvantir

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  • RPG Biography
    Started RPGs in 1982 though we really started role playing the following year when we dropped D&D in favor of RQ2. RQ3 detracted me from Glorantha and I am now getting back to this wonderful setting thanks to HeroQuest 2. It seems I am bound with second editions as far as Glorantha is concerned.
  • Current games
    I am currently running a few one shots from time to time using a house ruled version of Free Universal (FU) or a home made compact version of FATE.
    I currently have two projects, a Solomon Kane campaign (using my home made compact FATE) and after that I would like to run a HeroQuest: Glorantha campaign.
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    Toulouse (France)
  • Blurb
    I am 48 years old and I am lucky enough to live with the most extraodinary woman in the universe.
    I like hiking, jazz music, reading and... guess what!

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  1. I am reading the SRD and I like it a lot so far. I have two design questions (for which I apologize if it isn't the place where I should have posted them): Why Outcome Points (Group Simple Contests), Resource Points (Advanced Group Simple Contests) and Resolution Points (Scored Contests)? I thought a common name would have been better as one of the big problems with QuestWorlds (as HeroQuest before) seem to be one of vocabulary. I think it can puzzle a lot of people or make the system appear more intricate than it really is. Why isn't there any Impaired outcome in a Chained Contest and why is a Hurt outcome directly escalating to Injured instead of Impaired?
  2. Thank you very much for this SRD. 👍 I am currently running two campaigns with HeroQuest: Glorantha and don't feel the need to convert to QuestWorld though. But I have skimmed through the document and there are already some changes I will make based on this SRD (the new Resistance Table, the new Consequences of Defeat Table). And I am now considering the expanded Chained Contests rules as an alternative to Scored Contests if my players don't bite them or if I want the action to feel grittier. This SRD is also a very useful reference as there is a lot of clarified content.
  3. @Chiarina, what you have described in your previous post seems to be tactics not goals. In Group Simple Contests and Group Extended Contests, the goal is common to all the characters. So, when you ask the players "what is your goal?", they should reply something like : "we want them to step back and retreat" or "we want to repell the assault"... Then you should ask them, "how do you try to do that?", and then they should tell you: "I transform myself into a bear and I charge into the fray", "I climb over the roof to shoot arrows at them", "I summon ghosts that will attack them", etc. One goal but different tactics used by each participant in its pursuit. The Tactics determine the traits used during the contest. The situation you describe is in my opinion either a "group simple contest" (each character rolls a single time and you compare the RP scored by each side to determine the final result) or a "group extended contest" (opponents are organized into pairs where a contestant wins over a paired opponent by scoring 5 RP). Although stating a goal is mandatory when it comes to simple group contests, I am less and less convinced by static goals in extended contests. Though I think it is a good thing that the players state a general goal at the beginning of an extended contest, as it helps the GM to describe the ebb and flow of the action, a goal should be allowed to evolve during a contest. What is the point of stating a goal like "kill them all" or "drive them off" when the game system gives you two methods (rising action and climactic contest) for determining the final consequences of the contest and when the GM can (and should) decide that the opponents flee when the fight becomes hopeless, when they have suffered too many casualties or when the leader is taken down... Lately, I am asking the players what their starting goal is and I then let the extended contest evolve "organically" one exchange after the other. There is one thing I have not yet found a way to manage properly in an extended contest: a player using a trait in a way that should give an advantage to all the players at once. A group blessing for example.
  4. My first games were challenging. I also felt it was hard to rate the difficulty, especially when some characters had high "combat" traits and others had low "combat" traits. I have solved the problem by adding an intermediate difficulty level (Base +12) as I felt the gap between the original High (Base +6) and Very High (Base +M) difficulties was too important. Then, while playing, I usually adapt the challenge to each character through the number of opponents they must face at a moment or another during the fight. I am only struggling with the combat scenes though as there are more moving parts and a dynamic I am not used to. I am learning, I am learning.
  5. I don't really know if it can help but I will share my experience with HeroQuest 2. I have runned games for almost four decades and I can tell you that though the HeroQuest 2 rules are easy to learn, they are difficult to master. At least for me. My experience with RPGs is so marked by "traditional" games using things like initiative, hit points, armor points, power points, manoeuvers and such things that I have a hard time at getting rid of the play style and tactics they imply. Even the players are lost because they are used to think through the tactical lenses those systems put on their eyes. It is thus not that easy to get rid of the habits engraved in our RPG practice. If HeroQuest 2 frees you from many of the mechanical burdens engrained in other games, HQ2 relies more heavily on judgement calls and descriptions. Whereas things like initiative, attack, parry and damage rolls, hit points and other mechanics railroad your descriptions, you are more on your own in HeroQuest 2. I have something like 15 HeroQuest 2 adventures behind me and I am still learning through trials and errors. I am yet to exploit the full potential of HeroQuest 2 but I am learning. I am still missing opportunities and realizing after some contests that it would have been more interesting to manage a scene differently. Why? Mainly because I am still thinking in a "traditional" way. After each session, I do a self debriefing, looking at the session and writing down what has gone right and what has gone wrong and what I could have done better and how. This is how my practice gets better and more consistent. The next session, I also talk with the players in order to share my experience, to tell them what I will manage differently (if needed) and to check whether or not we are on the same ground, and adjust if needed. Though many GMs on the net advise you to ask the players about their experience of the game, about what they have liked and disliked, I don't do that anymore. I have found that that does not help at all. My own practice tells me it is better to share my experience with the players and to listen when they react. Shutting up and listening is in my opinion more important than asking questions that plumb my morale. Most people are better at telling you what they have not liked rather than at telling you what they have liked. It is even worse when you ask them why. In other words and to sum up, though consistency is very important, you are in a learning error process made of trials and errors and your practice of the game is evolving through play. In my opinion again, most players are ready to get through it and there is nothing a few explanations can't settle down. Moreover, there are a lot of chances your players are also in a learning process. They have to get rid of their own habits inherited from the other games they have played. You should remember (and I also tell it to myself) that you and your players are here to have fun and that there is no real reason why it should go wrong. They are coming back after all, so it means they have fun. Consistency will surface from practice. I hope I have not been too sententious or peremptory. It was not my intent. This is just a personal and thus necessary flawed experience. And I don't consider myself as a particularly good GM.
  6. You are welcome @borbetomagnus. The spot rules summary also needed an update as there were some typos to correct: HQG_REFBOOKLET_01_Spot_Rules_Summary_v09.docx
  7. The HQG_REFBOOKLET_03_Runes_and_Personality_Traits files have been updated. The Air Rune symbol was wrong and has been corrected: HQG_REFBOOKLET_03_Runes_and_Personality_Traits_English_v02.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits_French_v02.docx
  8. The rules in Mythic Russia are rather loose. There is nothing else beyond the concept which you have adequately described: a succession of simple contests with immediate consequences. I would only allow one wound level of a kind. For example, if your character receives a second "hurt" consequence, it becomes an "injured" consequence, and so on. Remember that your NPCs don't have to fight to the death. You can replace the HQ2 consequences of defeat by those in HQ1, they are expressed as percentages. I would not allow a benefit of victory after each roll, I would give it at the end of the fight, as in an extended contest. The simple contests can be compared to the exchanges of an extended contest. As far as I am concerned, I am fine with the HeroQuest 2 rules. I am just toying with alternate conflict rules because some players are somehow very disturbed by the abstract nature of HQ2 and the lack of wounds and advantages until the end of the contest. Another group of players I am currently playing with online just accepts the rules as they are and goes with them. I agree with soltakss though, you should not sweat nor the rules nor the details. For example, I have came to the conclusion that most extended conflicts involving combat don't really need a strict frame (I mean a clear "prize" or "goal"). I encourage my players to give me an overall goal, as it helps to describe the flow of the contest, and I let the contest evolve in an organic way. In my opinion, a clear "prize" or "goal" is only needed when the contest is about something other than "killing" or "surviving". For example, it makes no sense to my eyes to strictly enforce a goal like "repelling the ennemies and get the golden statue of Meroe" when the characters can actually do it by simply attacking the ennemy and take some unrelated actions to get the statue before the end of the conflict. But such a goal is a great help in describing the behavior of the opponents and the events resulting from the various exchanges. When it comes to converting another game system to HeroQuest 2, I usually use the skills, talents, advantages, defaults and other attributes of the game system to convert as an inspiration for HQ2 traits. A magic system can usually be converted easily by using one of the HeroQuest: Glorantha magic systems. In my opinion, the key is to emulate, to get the spirit of the game system to convert and to find out how it can be emulated with HeroQuest 2. And when it doesn't fit in HeroQuest 2, what do you lose by ditching it and replacing it with something that fits the HeroQuest 2 rules ? Do you really lose something after all ? It is in my opinion more important to adapt the spirit rather than the letter. And most of the time, the players won't see the difference as they don't know the original game system.
  9. That's reminding me that I have to update the Runes and Personality file, there is an unforgivable mistake with the Air Rune. I will try to do it soon. Take care of your family, of your friends and of yourself.
  10. You can skim through the various Runes magazines by following the second link given by David Scott. Click on a cover and it will lead you to a viewer displaying the magazine. http://www.runes-le-magazine.com/
  11. My original vision was mainly forged by RQ2, The RQ Companion, Cults of Prax and Cults of Terror, which were the only books I owned before RQ3 was published in french. The other RQ2 supplements were already very difficult, if not impossible to find in France at this time. My Cults of Prax and Cults of Terror "books" were even photocopies given to me by the shopkeeper himself. Cults of Prax and Cults of Terror were impossible to order and he considered the game was incomplete without them. I didn't bought the US version of RQ3 when it was released, the box set was too expensive. The dollar was reaching summits and increased the cost beyond my financial means. My first contact with RQ3 was with the french edition. I disliked the art, which felt out of place to me, the translation and the new rules which felt generic and added a new layer of complexity without adding something that interested me in exchange. I bought the box set, the screen, Genertela and "les Dieux de Glorantha" and decided to stop there. From this point I only bought the US versions. As far as I am concerned, the RuneQuest renaissance era books, and their art, was far superior to the french versions. The art was not a problem at all. I didn't like the original Gods of Glorantha (the write ups of the god were too limited) and Genertela books. But I liked a lot the renaissance era supplements. I tried HeroWars in french and did not really understood the content. It felt very strange, as if the books were describing another setting. It was HeroQuest 2 that brought me back to Glorantha. The art is great in HeroQuest, with a few exceptions, but I must admit that RuneQuest: Glorantha is absolutely gorgeous and feel particularly appropriate to my eyes. I hope the french edition of Glorantha will keep the original art.
  12. There were also some articles and adventures in a french magazine called Runes. In spite of its name, the magazine was not centered on Glorantha.
  13. I am among those that had mixed feelings about Multisim's HeroWars, this is the least I can say. While reading the two core books I really asked myself several times what was this setting they were talking about. I barely recognized Glorantha in this mess. It was indeed very frustrating and kept me away from Glorantha for a very loooong time. I didn't like the french edition of RQ3 neither and beyond the translation a good part of my dislike came from the art and from the covers. The art was, in my opinion of course, awful and inappropriate as far as Glorantha was concerned. I had the feeling the art was taken from for another setting. It was a vision that was too far from mine. Of course it boils down to personal tastes but I noted at the time that those that didn't knew Glorantha before were far more tolerant of RQ3 art than those that knew it before.
  14. Thanks again for your reply @jajagapa. I have already added an intermediary level of difficulty because I found that the gap was too great between the High and Very High difficulties. I have also played with the number of opponents, this is something I am aware of. And you are even more right when it comes to telegraphing the difficulty. Better descriptions once again. Thanks for the tip. 👍
  15. Thank you for your insights @jajagappa, the unmodified difficulty from a Simple Contest to another Simple Contest is something I didn't thought about. As far as I am concerned, I would prefer to stand with the Group Extended Contests as they are in HQ2G. I hope to make the players understand that it is in the best interest of the story, and theirs. And the multiple opponents modifier is in my opinion enough as an advantage. My main concern is the dreadful spiral of death though, for the characters as well as the NPCs. The first side to get a serious hit earns a big disadvantage that becomes difficult to manage and is susceptible to lead towards another big hit and thus more negative modifiers. With a lucky shot from the start, the whole scene loses a lot of interest. It encourages a single tactic, spending a lot of Hero Points in the first Simple Contest in order to earn a big advantage over the other side in the following contests. I think that the Chained Contests are a better fit for a succession of action scenes rather than as a replacement of Group Extended Contest.
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