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Ian Cooper

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Ian Cooper last won the day on July 6 2017

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About Ian Cooper

  • Rank
    Senior Member


  • RPG Biography
    30 year veteran of BRP games including Call of Cthulhu & Runequest. More than 10 year veteran of HeroQuest (Hero Wars etc.). Published Gloranthan author. Active gamer with the Monday Nighters.
  • Current games
    HeroQuest: Glorantha, Call of Cthulhu, Fiasco, Puppetland, Numenera, The Clay that Woke, Microscope, Risus, Questlandia, 13th Age, The One Ring
  • Location
    London, England, UK
  • Blurb
    Software Developer in London, conference speaker, tabletop gamer, geek. Tattooed, pierced, and bearded.
  1. Photos of Sartar landscapes?

    When I worked on Dragon Pass, Land of Thunder I used the Carpathian Mountains, particularly Transylvania as the source for the flora and fauna etc. of the Pass. Romania, with its mountains and proximity to the Black Sea, is actually a pretty good analogy for Dragon Pass and the Holy Country IMO. Their pre-history is also an interesting intersection of European cultures, much like the influeces we draw on for Sartar https://en.wikipedia.org/wiki/Prehistory_of_Transylvania https://en.wikipedia.org/wiki/Ottomány_culture https://en.wikipedia.org/wiki/Bronze_Age_in_Romania
  2. The Maboder

    The Book of Red Cow was my first foray into the Red Cow clan, both as a writer and a GM, because I became fascinated by the destruction of the Maboder. I chose to play through that with my players members of their neighbors, the Red Cow. Later I wanted to play out the Sartar Rising struggle and moved the campaign timeline forward, and that became the kernel of The Coming Storm. @Jeff had a big influence at this point, and we moved some things away from the presentation that we had in the Book of Red Cow. So that information supersedes the Book of Red Cow where they conflict, though much of the information on the Maboder triaty is usable. The key ideas are on p.57 with the Maboder picking up arable farming etc. and the differences as to how their fall occurs under Kathelranda.They are from survivors of all the clans decimated by the Telmori, but not one whole clan (as many of those end up also forming part of the Red Cow, Dolutha or Torkani clans). It is best to think of them as anyone who saw Mabodh as the 'strong leader' they should rally to, with her plan of abandoning cattle, pigs and sheep for grain. They may even have taboos about eating meat etc. and be vegans. I would think they are mixed to origin as a result, but most of the clans here have a 'fictive' history derived from various predecessors. The Cinsina are predominately Axe Orlanthi though, so it seems quite likely that those are present. It seems quite possible some could claim ancestry and protection from clans in that area. Some survivors of the massacre do avoid becoming slaves in Wulfsland, see the 'Daughters of Mabodh' and in particular Enastara the Red on p.125 of The Coming Storm. They may or may not considers themselves Daughters of Mabodh. This would depend on whether their intent was to free their enslaved kin (yes) or just abandon them (no).
  3. Telmori and Wolfrunners

    You are of course free to handle this anyway you like in your game, but in the 11L we pretty much pick off the Telmori heirs one-by-one until their blood-ties to the dynasty are done. So why does Argrath wipe them out. Well, this is my speculation, unless it appears in print, but to fulfill a prophecy Argrath has to hunt Aurochs in Dragon Pass. Of course there are no Aurochs, but the Red Cow clan often quest for them on the Other Side, though they only get the red cows. In return for Argrath's agreement to kill the Telmori, the Jonstown Federation clan agrees to join a mass effort of the Stealing of the Giant's Cows heroquest, and instead of using the Red Cow secret, launch a full scale frontal assault on the giant's steading. The result returns the aurochs to DP. You might surmise that the Wolfrunners have their origins in that act of ethnic cleansing.
  4. HQ2 Basics Page?

    Thanks, that is useful feedback. I will bear the feedback in mind for a couple of forthcoming projects, where we might be able to address these concerns.
  5. House Rules from Veterans

    TBH we tried to calculate advancement based on the premise that you spent 2 hp a session on advancement, and benefited from catch-ups. But its hard to get right that way. My leaning towards upping the resistance at the end of each season, is that is how fiction works - our heroes get better until they can take on the big bad, but next series effectively resets. But you could figure the new season base resistance by any range of techniques.
  6. Bronze Chainmail

    Chain mail has certainly declined in usage in our art direction etc. in favour of scale mail. Simply because, as others point out, chain mail is more of a late dark ages thing. I am sure dwarves make iron chain mail, but I suspect that bronze is uncommon. I would treat references to mail as scale, unless it is a god or hero, in which case it might well be dwarf mail. I know Orlanth has a hauberk of mail called Turnspear. That might well be something he 'stole' from the Mostali, and iron.
  7. Sun County (RQ) with HeroQuest Glorantha rules

    Because HQG uses resistance based off a difficulty, not an NPCs stats i.e. Easy, Moderate etc. you don't need stats for NPCs. What is helpful is colour when describing what they do. You have the colour, its the RQ rules description of them, just leave it in its original format. One trick is to pick color based on how hard you think resistance is, and scanning for what the NPC is good/ bad at. If you check out The Coming Storm and The Eleven Lights, you can see the format we use there for NPCs. We focus on three runes, cult affiliation, occupation and some key appearance short hands. Another way to think of it is building a PC but stopping at Distinguishing Characteristic and Occupation + 3 runes. What you do need our cults, where they are used by PCs (and possibly keywords). As @David Scott says, get hold of Pavis if you can, as the Yelmalio cult is there. I would say that in Sun County men have the Fire Rune and women have the Earth rune.
  8. House Rules from Veterans

    I'm definitely thinking in my next game of dropping the increase in base resistance by number of sessions played. This actually gives the PCs the ability to succeed more often. I would be more inclined to increase the resistance at the beginning of a new 'season' of the campaign (we play about 12 sessions in a run, and I think of it as a season in a TV show). That feels more like how stories work, new season is new opposition who are a match for our heroes. I might bump by the same amount, at that point i.e. 12 sessions worth, it's just during a season I feel that fiction shows our heroes becoming more competent, within a season. I'm also inclined to borrow from PbTA by making failure what grants you experience. So instead of handing out three hero points at the start of a session, I would give you a hero point every time you failed at a 'plot obstacle' contest (so no failing just to gain experience). The main reason is to encourage players to accept failure, instead of buying it off with a hero point, so that the story branches in a different direction.
  9. Does perception (or other) checks make sense in HQ?

    Any time you find yourself imagining a sequence of rolls think: that is an extended contest. So begin an extended contest, and make the first roll about perceiving the danger etc. Also remember that you can treat any contest as simple--in this case the PC picks a key ability to triumph from their sheet; that might be using a perception ability to avoid the contest in the first place. But don't chain simple contests outside of an extended contest, partially because this should prompt you to understand if it could be a simple one instead.
  10. A trio of HQG titles now available at DTRPG

    The Heroquest books would continue to focus on the Sartar Rising era. As described in HQG we focus on two eras. RQG is only going to focus on the one.
  11. I would do one of the following in the subsequent exchange, depending on the stated intent of the contestants: Force an unrelated action: If the person who lost their weapon decides to recover it it is an unrelated action for that exchange. New conditions, new resistance: If the person who lost their weapon decides on a new tactic I would figure their numbers anew. What I would not do is use a situational modifier for an exchange to reflect temporary swings in the battle 'I have the high ground Anakin'. Your RP exchage already represents that ebb-and-flow and unless you explicitly want to use the death spiral option, I would avoid applying something like a situational modfier
  12. Other Worlds RPG

    I think it was an early attempt to take the engine from HQ1e and create a generic ruleset, that took a long time, stuttered, and was then forked into something quite different. Heroquest Core also essentially replaced any Other worlds project as the generic version of the engine.
  13. Understanding the HeroQuest Core Mechanic

    You might find this helpful too:
  14. [HQ2] Basic Mechanics Questions

    It's an interesting observation about a point that may be unclear though. I always tend to explain mastery in the same way as David, think of 3W at 23, calculate the TN from modifiers etc. then figure out whether there are masteries in the conflict.
  15. Glorantha: HQG or RQ Classic?

    There is a plan, but it is some time out. There are only a few genuine rules questions, and most have been answered elsewhere. We can respond the specific inquiries.