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Nel last won the day on December 27 2017

Nel had the most liked content!

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About Nel

  • Rank
    Advanced Member


  • RPG Biography
    I began playing D&D many years ago, GM'ed Ars Magica for more years, until I met HeroQuest 1, which has become my default RPG system
  • Current games
    HeroQuest and FATE Core
  • Blurb
    Rather narrative than indie

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  1. Players and GM agree agree about which Positive and Negative Aspects apply as modiphiers of the 2d6 the player is about to roll. Only one Positive Aspect and only one Negative Aspect per roll, at the most. The modiphier of those Aspects is their level, which is known since they were created: No, and: Negative aspect at -3 No, but: Positive aspect at +1 Yes, but: Negative aspect at -1 Yes, and: Positive aspect at +3 Positive Aspects have no cost, and they stay in game until the PC fails the roll in which they were used. Negative Aspects don't grant any Hero Point to the PC who suffers them, and they stay in game until the PC passes the roll in which they were used. PCs must pay 1 HP in order to use NPC's descriptors as modiphiers in their own rolls. NPCs' descriptors are like FATE's Aspects, FU's descriptors or HQ's keywords and capacities. Just a description until they need to be stated due to PCs' actions. Then they get a level of Opposition from +2 (very easy) to -5 (impossible), be it assigned by the GM or by the Pass/Fail Cycle. Hey, I didn't say I invented anything! ;-)
  2. I don't want to derail this thread, so I started a new topic:
  3. So far, HeroQuest is the rule system that fits better our narrative style, but the opposing rolls tend to result in ties too often, and we don't like Marginal Victories or Defeats. They are fine in Extended Contests, when players want to tell how the conflict evolves step by step. But we don't use to have more than one Extended Contest by game, being the rest of contests Simple, which end in draw. That's rather frustrating! So we tried FATE, but it was too gamist. Thus, after merging HeroQuest, FATE and FU's resolution system, we ended up with our own hack, Fets i prets: https://drive.google.com/open?id=0Bz3yUt8lNxwhX3hnNU9tcXlBZDA Unfortunately, it is written in Catalan, so I summarize the basics: - Forget the opposed rolls: Only players roll. - Forget d20s: Only 2d6. - Dice resolution as in FU: No, and / No / No, but / Yes, but / Yes / Yes, and - We keep keywords, capacities and flaws with easier to sum and substract numbers: Three keywords (begining at 2, 2, 1), six capacities (beginning at +1), 5 points to distribute among them, two flaws. - PCs begin every game with 3 Hero Points. They are lost when the game is finished. Players can obtain more HP by completing Quests (à la 7th Sea 2nd ed.) - Aspects: everywhere, everything and everybody. Also, players can create them with "and" and "but" results: No, and: Negative aspect at -3 No, but: Positive aspect at +1 Yes, but: Negative aspect at -1 Yes, and: Positive aspect at +3 - Boasts, oaths and vows are another kind of aspects. PCs can have only one of each kind. - Simple contests are resolved with this formula: 2d6 + PC's Keyword and/or Capacity + Positive aspect + Boast or Oath + Augment - Opposition - PC's flaw - Negative aspect Result of the dice: 3 or lesser: No, and (create a Negative aspect at -3) 4 or 5: No 6 or 7: No, but (create a Positive aspect at +1) 8 or 9: Yes, but (create a Negative aspect at -1) 10 or 11: Yes 12 or greater: Yes, and (create a Positive aspect at +3) - Extended contests use the very same formula, but the resolution is similar to HQ's, aiming to get 5 Resolution Points. Result of the dice: 3 or lesser: Antagonist +3 RP 4 or 5: Antagonist +2 RP 6 or 7: Antagonist +1 RP 8 or 9: Protagonist +1 RP 10 or 11: Protagonist +2 RP 12 or greater: Protagonist +3 RP - Consequences of Extended contests: Protagonist's RP - Antagonist's RP - 6: Antagonist wins. Negative aspect at -3 - 5: Antagonist wins. Negative aspect at -3 - 4: Antagonist wins. Negative aspect at -2 - 3: Antagonist wins. Negative aspect at -2 - 2: Antagonist wins. Negative aspect at -1 - 1: Antagonist wins. Negative aspect at -1 + 1: Protagonist wins. Negative aspect at -1 + 2: Protagonist wins. No aspect is created. + 3: Protagonist wins. No aspect is created. + 4: Protagonist wins. Positive aspect at +1 + 5: Protagonist wins. Positive aspect at +2 + 6: Protagonist wins. Positive aspect at +3 There are a few more details, but you can easily guess them if you know HQ and FATE. Anyway, if there's any doubt, please let me know.
  4. Before moving to my own FATE-ish HQ hack, we used the latest HQ:G, and previously HQ2, and even sooner HQ1. I don't miss at all the AP bids from HQ1, since they certainly disrupted the flow of narration by introducing a maths-game we all felt out of place.
  5. Nel


    In the wikia, instead of by sourcebook, shouldn't the heroquests be listed by pantheon and god?
  6. I'm not sure if this post actually fits here, so feel free to delete it if it doesn't. I'd like to introduce you Quill: Shadow and Ink, a campaign based on the Lovecraft mythos for Quill, a letter writing game.
  7. HQ's opposed rolls resulting often Marginal Victories or Defeats might seem fine to some people during extended contests. But in simple contests, so many ties bore me. That's why we turned at Fate and FU, which we eventually hacked into the HQ base as Fets i prets. I didn't mention it here previously because, despite displaying some examples of the rules by telling the story of a Torkani Argan Argar priestess travelling from Jonstown to Whitewall, it's written in Catalan.
  8. By using the Earth rune, Ernalda's initiates can command cows, or open up the ground to swallow people or things onto it. Thus, cows and ground are forced to obey. (S:KoH 137) Worshippers of the Sisters of Mercy, a subcult of Chalana Arroy, can summon nehalings (S:KoH 148).We could say that those lesser healing goddesses are forced, but, as I see it, nehalings are pleased to heal. Eventually, Elmal allowed Orlanthi to raise a special breed of horses, the Galana. (S:KoH 153) Isn't carrying over a Human a way to force horses? Well, that's what they were made for. So what's the benefit of worshipping a god who doesn't allow its worshippers to take profit from its main resource?
  9. My question stands still: Why not? What's the reason why magically powered mills are not used? Watermills using the Water rune, or windmills using the Air rune - Even mills using the Movement rune or the Plant rune are easily imaginable!
  10. Mills powered by wind? Of course there should be! What's the Air rune for? But I should be careful with the reasoning "Magic is used as science", because the way I render Glorantha has already been accused of being too magical - and even Transhumanist! For example, in my Glorantha, long distance messaging towards established destinations is possible by using Elemental runes: - Air, a breeze directly reaching a place opened to air streams. - Darkness, a change of blackness and coldness over a enclosed place. - Earth, a soft tremor on the ground of a certain place. - Fire, a change of light and heat over a bonfire. - Water, a sudden formation of a clearly distinguishing oil-seeming flow over a water course or pool. Also, if the message is attached with the Truth rune or if the receiver uses the Truth rune onto it, he can be sure that it hasn't be intercepted by anyone else. So I have no problems with windmills powered by the Air rune in some way.
  11. Nel

    Glorantha Quickstart

    Justice League or Sartar or Orlanthers Assemble!
  12. The zip file isn't updated with the new info yet ...
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