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Ian Cooper

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Ian Cooper last won the day on September 8 2019

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  • 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.

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  1. I prefer storytelling. I don't want to pull in a term from GNS, and Greg used the term storytelling as far back as Prince Valiant.
  2. You need to add any copyright information for your text, but your rules contents is automatically covered by ORC which is viral. You may choose to highlight your Reserved Content so folks can be clear what is not rules content.
  3. Something I have realized over time is that Greg saw Glorantha as quite mutable and tended to shape it for the stories that those he was collaborating with wanted to tell. A lot of material that is not canon now was co-created with Greg, and for those creators that Glorantha seemed to represent Greg's viewpoint and was "canon" at that time. But when Greg then went on to work with another creator (or even work by himself) then Glorantha would shift for the needs of that creative endeavor. Understandably some of those creators felt betrayed that the vision their work derived from had changed. Hence the name "Gregging" and the notion that he was an Arkati Trickster shaman. I think this is the truest meaning of YGWV, that even for Greg Glorantha varied, depending on who he was collaborating with, and what they wanted to create. HW/HQ but also RQ were all YWGV representations by Greg. With Greg's passing even more so. Perhaps we should regard older visions not as "wrong" but simply different inspirations (to borrow that term from Glorantha). Chaosium/Jeff is the current creative force, and so our current Glorantha represents that inspiration. The point is that it is entirely in keeping within the tradition of Glorantha that it changes to reflect its creative leads. If we do get to publish a QW Glorantha - and that is an "if" - then it only makes sense for it to be based in the current inspiration from Chaosium. Nothing stops you using an older inspiration, but for most folks the latest inspiration is that one they want. As someone who worked on older inspirations I have chosen to make my peace with changes from the inspirations I worked on, I hope others can too.
  4. I have a rough draft that I use which leans into Glorantha as presented in RQG. My goal is to make it easy to use RQG books with a QW Glorantha genre pack. I also realized from playing with D&D players, that rules that are too "improvisational" are hard for folks that don't know the setting. So you either end up writing a treatise on metaphysics to guide them or you just mirror RQG spell lists. The heart of this is the "credibility test" which we emphasize more in QW. What you can do with "incredible powers" is defined by the table understanding of the setting's "rules" for that power. RQG defines the rules for Glorantha then for our purpose. Some notes from my current draft: I have some notes on rituals, illumination etc too. But the key here, and as always with QW when creating a genre pack is to emulate the "feel" of the existing game, and make it easy to translate the materials. Of course, you can just use an earlier HW/HQ approach, if you have that and prefer.
  5. You don't need most of this, as this is about protecting our content as @JonL points out. What you should do: * Understand the ORC license which is viral. If you publish under our ORC license any rules material you publish falls under ORC too. * Protect your reserved content with a Reserved Material statement. So you will need: "This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.chaosium.com/orclicense, www.azoralaw.com/orclicense, www.gencon.com/orclicense and others. All warranties are disclaimed as set forth therein. " and as described above you need: "QuestWorlds © copyright 2019–2023 Moon Design Publications LLC Along with our logo [logo 1 and 2]" and then your own Reserved Material statement. @JonL is right that we don't really need the Reserved Material statement in the SRD as there is none, it's an artifact of us writing the book at the same time that we can relax at some point.
  6. There is a separate conversation around group contests, but for clarity: Player A gets success, opposition does not. Add one success to PCs total Player B gets failure, opposition succeeds. Add one success to Opposition total Player C gets success, opposition succeeds, but higher roll to the player. No advantage to either side. PC individual outcome to defeat opponent. Despite the player getting a success over their opponent, they do not contribute meaningfully to the outcome
  7. For anyone who really dislikes counting successes, then just use the older approach of awarding a point that is one greater than the number of successes. This would change the outcome to a tie: PC #1 gets zero successes and the opposition has zero successes (but the PC has the higher roll): 1 Point to PCs PC #2 gets zero successes and the opposition has zero successes (but the PC has the higher roll): 1 Point to PCs PC #3 has the opposition getting 1 success versus PC #3's zero successes (but the PC has the higher roll): 2 Points to Opposition Both sides have two points, and the outcome is a tie. Which is either, something happens to change the terms of the contest, or give a zero degree victory to the PCs. The trade-off here is what you want to be more decisive in the fiction: the fact that a couple of PCs scrape a victory, or that one is beaten. IMO the story about the PC losing decisively trumps the direction of the narrative from the two who hold off their opponents, just. I think that is how fiction works. YMMV. But yes, how we tally the outcome in this case, is different to a sequence. If you wanted those individual scrape by results to have more meaning, then perhaps run a sequence instead.
  8. Yep, the PCs do not get the prize. I would probably treat as No..But result. You lose, but you get some insight that gives you advantage next time. We go more into that kind of concept in the Core Book. But note that individual outcomes would be that PC#1 and PC#2 have a zero degree victory, but PC#3 has a one-degree defeat. So PC #3 would suffer a worse personal consequence if that was important.
  9. From the Core book: Mastery Notation QuestWorlds' notation for masteries runs right-to-left: number of masteries then target number. Where there are no masteries, we can simply omit the mastery symbol and just record the target number, so 17M0 is just 17. Where there is just one mastery we can omit the number, so 17M1 is just 17M. When speaking out loud, we usually swap back to left-to-right and say target number and then number of masteries. So 17M is 17 and one mastery and 17M2 is 17 and two masteries. Some folks like to remember this by thinking about the way that we represent an exponent in mathematics. So 17M2 is 17 to the power of two masteries. Some find this notation a little confusing because we read them right-to-left, and not the conventional English left-to-right, particularly as it swaps when spoken out loud. For anyone who finds the default way confusing, we recommend an alternative notation—the mastery dot notation. Under this approach write the target number, followed by a dot for each mastery. 17 is 17 and no masteries. 17● is 17 and one mastery. 17●● is 17 and two masteries, and so on. For a given genre, you may want to use a more evocative symbol than ●. A SF setting might use ☆ to represent a mastery, and a setting like Chaosium’s Glorantha may use an in-world symbol like the mastery rune W to represent a mastery.
  10. A contest follows the rule for a contest. A contest within a group contest follows the rules for a contest. A contest sequence, whether a round or exchange (for wagered) is a contest. The rules for contests apply regardless of framing. All that changes is how we interpret the outcome.
  11. We just don't do dates, it's a Chaosium thing. Marketing wants to control the messaging, not have one campaign interfere with another. But it really is imminent.
  12. When we were working on the HeroQuest Dragon Pass Gazetteer, Greg told me that the Tarshite cultural hero is Yarandros. He likened Arim to Moses, leading people to a 'promised land' but Yarandros is the King David, and the extent of his conquests, Greater Tarsh, which reaches as far as the Quivin Mts. is as much a touchstone for many Tarshites as are the borders of David's Israel. Not sure if that is any help to you.
  13. So a tie usually means - the contest is inconclusive; it's only a PC victory if the GM can't decide on an interesting story reason why the contest ends in a stalemate.
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