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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. Corvantir

    I need a recommendation re: HQG or Core

    I agree, I am sometimes looking into HQ2 when I have some troubles with the HQG rules. I have done it recently to be sure how consequences are determined with the Rising Action Method.
  2. Corvantir

    I need a recommendation re: HQG or Core

    I would buy both HQG and HQ2 Core. With HQG you have a refined version of the game system. With HQ2 Core you have the generic character creation rules (without the runes) and advices on how to adapt HQ2 to any setting of your choice. If you are interested in the generic aspect of HQ2, it can't hurt to have both the core rules (HQ2) and a complete adaptation (HQG). It will show you how the HQ2 rules can be used to fit another setting. If you buy a physical copy of HQG and are not adverse to digital books only, a PDF version of HQ2 could be enough in order to read the parts you are interested in. I am currently game mastering a Hollow Earth Expedition campaign. I use the contest resolution rules of HQG and the characters were created with the HQ2 rules. I call that crossover HQ2G and it took me less than two hours of work to design the adaptation. The magic systems in HQG helped a lot, JonL is right.
  3. Corvantir

    Notes on the Many Suns and the Sun Gods of Prax

    This certainly explains why I was at a loss when I read Hero Wars and HeroQuest 1. Coming from RuneQuest I had the feeling it was another setting at the time and did not understand this 'new' Glorantha. 🙃
  4. Corvantir

    Notes on the Many Suns and the Sun Gods of Prax

    Thanks, this summary helps a lot. The RQG vision of Elmal seems irreconcilable with the vision from Sartar: Kingdom of Heroes where he is clearly described as being the sun and with the Glorantha Sourcebook where he is associated with the Sun Disk. Everything here is telling us that Elmal and Yelmalio are different gods. Until now I was trying to reconcile Elmal with Yelmalio whereas Elmal could rather need to be reconciled with Yelm. That is an interesting point of view I had missed and it is certainly at the origin of my confusion. May be am I wrong but I am sure I have read somewhere that Greg would have replied that considering Elmal and Yelmalio as different gods or as the same god was both true. This add to the confusion as far as I am concerned but could well be the key to grasping this cult. 😣
  5. Corvantir

    Notes on the Many Suns and the Sun Gods of Prax

    My preference would go towards a 'medium polytheism verging towards the soft'. 😁 Too 'hard' the polytheism and it runs the risk of being bland or too rigid. Glorantha would perhaps become just a fantasy setting among the others. Too 'soft' the polytheism and it runs the risk of being confusing. This is often what I feel when it comes to Elmal or the Red Goddess. But I don't want to dismiss Elmal as I think the Yelmalio/Elmal controversy is a very interesting part of Sartar and the gloranthan myths. But this cult confuses me so much that I don't know how to wrap my head around it. There are things in life we don't get, I don't get Elmal. But I can't imagine there would not be a Loyal Thane protecting the Tula during the Great Darkness. I want Elmal in my Glorantha but I can't figure how to bring him in the game. As a side note, I would rate the Glorantha Sourcebook as 'medium polytheism verging towards the soft with pinches of too soft polytheism'.
  6. Corvantir

    Notes on the Many Suns and the Sun Gods of Prax

    So Yelmalio is a part of Yelm more so than he is his son as we human intend it. But how can he thus be Lightfore as it is written in the Glorantha Book (page 102). That would also mean that Lightfore is a part of Yelm. 😣
  7. Corvantir

    Notes on the Many Suns and the Sun Gods of Prax

    I have no problem with Elmal and Yelmalio being the same god. As a GM I even really appreciate the clarification as the theological debate is far beyond my reach. The controversy will be the players' problem if they are interested in this aspect of the setting and I will gladly play with this if they want it so. On the other hand, I find it far more difficult to relate this interpretation with what is being told in the Glorantha Sourcebook about the Sun Disk (page 100). If Elmal is associated with the Sun Disk, as Yelm is in Peloria, how can he be the same god as Yelmalio who as far as I know (and I know a lot less than many of you) is not related to the Sun Disk. I really like Glorantha, it is my favorite setting since a loooooong time. But sometimes, sometimes, it drives me mad. 😤 Many people here seem to study the Gloranthan myths as if they were studying earth myths. This is great and I like to do that from times to times. But Glorantha is the setting of a GAME and as a GM I find clear answers to be often better. I prefer to read something like "we know that X and Y are the same god though the Orlanthi think that they are different gods" rather than reading different books with various interpretations. This is only my point of view of course and the appeal of Glorantha also comes from its complexity. Sometimes though, I like it when things are simpler.
  8. Corvantir

    Notes on the Many Suns and the Sun Gods of Prax

    Thank you for your answer. I have just finished the Glorantha Sourcebook and there are some parts of the text that seem to be contradictory. Page 98, Lightfore is said to be a child of Pole Star: "Some of Pole Star's children were less stable or more adventuresome than the other Star Captains, and they took upon themselves to wander throughout the world, both before and during the Darkness. Many of these demigods were slain but one in particular, Lightfore, set a clear path that later gods also followed". A few pages later, page 102, Lightfore becomes the Little Sun and is thus a son of Yelm "also known as Antirius by the Dara Happans, Kargzant by the Pentans and Yelmalio by the Orlanthi". Lightfore is considered as the part of the Solar Disk that never descends into the Underworld which is matching what we are told about Elmal page 100: "In Peloria, the Sun Disk is identified as Yelm, but among the Heortlings of DragonPass, the Sun Disk is identified with Elmal...". Note that the "family tree" page 96 clearly presents Lighfore as a son of Yelm. I know that contradiction is in the nature of myths but is there something I am missing about Lightfore's father or the nature of Yelm and Pole Star?
  9. Corvantir

    Notes on the Many Suns and the Sun Gods of Prax

    Does it mean Zorak Zoran would ambush Elmal at the Hill of Gold and steal his fire powers the same way he did for Yelmalio?
  10. It's good to hear it went well. HeroQuest 2G can be a bit daunting at first. I had to read HQ2 twice to grok it. These rules ask you to think differently and forget what you have learnt so far. For some of us, including me, this was not so easy as it seemed. As far as I am concerned, I don't bother about the Specific Ability bonuses, this is too much I like (or am able) to care about and I don't find this rule intuitive enough. Ian Cooper suggested in another thread to use the Stretch rules instead and I think this is a good idea. As far as Stretches are concerned, I think they should only be applied when it is obvious, when you feel there is something at odd between what a character is trying to do and the Ability he is using. You should feel when it is appropriate rather than actively looking for situations where a Stretch can be applied. When I play I don't look for Specific Abilities and Stretches and I have actually never faced a situation deserving to use these rules. There was a case when I was tempted to use the Stretch rule though, but I think it would have ripped the fun out of the contest for the player and thus forgot the idea. Sometimes, penalties are not fun at all. @Soltakss told you to forget everything in the rules. Though I don't agree with him on this ground, there is nonetheless a lot of wisdom in his advice. If something bothers you (Specific Abilites or Stretches, for example), drop it. The HeroQuest 2 rules are solid and flexible enough so that you can get rid of a lot of things without breaking the game. If you drop a rule, your practice of the game will tell you if it is better to get it back or not. For the player asking for more details, more detailed descriptions about what is happening after a roll could be enough. I think that realism comes more from the description than from the rules themselves. As far as Masteries are concerned, it helps some player to remind them that a Mastery equals 20 and that 5M actually means 25, or 5M2 equals 45. Some players also have a visual memory and writing an example of Mastery use on a sheet of paper can help them to better understand the way Masteries work. For the player loving pools of die and disliking single dice mechanics, there is not much you can do about that. Is it a player having some trouble with random factors in a game and is thus prefering game mechanics tendind towards middle results ? May be highlighting that HQ2 often achieves this kind of results through opposed rolls and that higher rolls break ties and thus give an advantage to higher rated Abilities could help. Have fun, HeroQuest 2 is a great game and your journey is just beginning.
  11. jrutila has just replied with the best advice I could give: always ask the player(s), what is his (their) goal before solving a contest. The only thing I have found a bit stressfull the first time I ran a HQ2 game was tracking the Resolution Points during an Extended Group Contest. This is actually very easy but I was not prepared. No sheet of paper at hand, time lost looking for a damn sheet, gaming notes down under for a brief moment... It took me by surprise. It could be a good idea to have in mind what you will have to do in order to solve a contest and to think beforehand about how you will handle Group Contests.
  12. Corvantir

    Extended Contest: use or not to use?

    There are no Action Points in HQ2G. Instead, the winning side of an exchange scores between 1 to 5 Resolution Points (RP) according to his success level (Marginal Success = 1RP, Complete Success = 5 RP). The first to total 5 RP against his opponent wins the contest. This is a bit like Stress Points in FATE. The difference between the RP scored against the loser and the RP scored against the winner (Rising Action Conflict) or the total number of RP scored against a contestant during the conflict (Climactic Conflict) determines the consequences. These are the basic principles of course and there are more details especially when it comes to Extended Group Contests. I think this is enough to catch the main difference between HQ1 though.
  13. Corvantir

    Extended Contest: use or not to use?

    I use extended contests and I like them. I haven't used more than one extended contest per session and it was generally for the climactic scene. I like the way Extended Contests build up the tension, I find them easy to manage and fast flowing. I allow a player to change the ability used in the conflict when it makes sense and I can perfectly imagine situations in which changing an ability could even be required by the circumstances. The bidding process reminds me of HQ1. I have tested the game once and didn't appreciate these bids. As far as I am concerned HQ1 confused me a lot at the time. @Atgxtg As far as I know you can only use a single Augment in HQ2G, to the exception of Plot Augments.
  14. Corvantir

    Bring Out Your Dead

    As far as I am concerned, I have no problem with the MOP rule. When I run a HQ game, I chose a difficulty and, when it is appropriate and does not contradict credibility, I then attribute a different number of opponents to the characters so that the characters with higher score abilities face a greater number of opponents. This allows the characters with lower score abilities to have fun while it gives some challenge to the big league characters. I am not found of the augment approach to factor in the number of opponents. I find it far less intuitive than the current rule. Orange and apples perhaps.
  15. Corvantir

    Bring Out Your Dead

    You are welcome. Thank you for these explanations. I agree with you, I find the use of stretch penalties far more intuitive. 👍
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