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jrutila

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About jrutila

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    Advanced Member

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  • RPG Biography
    RQ, Glorantha fan
  • Current games
    Only solo...
  • Location
    Finland
  • Blurb
    Long time Glorantha fan

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  1. I am all for these kind of initiatives rising from the fans. I think my question is boiling to: How can I, too, become a RuneMaster? It is interesting to hear from Continuum.
  2. Can I ask what does this collective mean in practice? Are you providing them with scenarios? Dice? Something else? I am asking because Finland is strong Glorantha country and our Ropecon convention will this year have nine Glorantha events (8 games, 1 talk). Okay, we are not short about providing the events but could it be more "organized" with this? Also having Glorantha stuff in other cons in Finland, too. Hopefully, we hear how it went in Continuum.
  3. I have been reading and thinking about character arcs lately. HQ quite nicely supports the story arc with resistance fluctuation and rising and climactic contests. I think that the players, at least some players, would like to play the story of their character with ups and downs. But how to play a character arc inside the story arc (let's call it a session now). Reading different blog posts about this you could say that the character arc stems from a change of the character. The hero overcomes his inner obstacle to save the day or finds something new inside them. I started thinking how this could work in HQ. Of course, you can build the PC's story during one session so that in the end there is a nice change in the PC. The hero could've given up something valuable to achieve the final contest. "Losing" the session could also lead to a meaningful character arc, with a possible down note. So I started to think about how to play this change of a PC in HQ. And then I thought about Flaws. Flaws has always been something to add color to the PC. The GM is urged to bring them up to actively resist the PC or giving a negative bonus to a contest. But overall they are second-class citizens and stay fresh only for a small amount of time. There has been the house rule of getting an extra Hero Point for playing your PC's flaws. That was a good idea but the flaws could be used for something more: character arcs. After all, they might be the easiest things to change regularly in the PC. And building up the Flaw and then overcoming it has character arc written all over it. So, hear my initial ideas how to use the Flaws for character arcs. The flaws are either in two states: growing or pushed down. When the flaw is first introduced it starts to grow. It starts with low value (either base resistance or PC's lowest ability value). When the flaw is growing it should mainly be used to augment contests. Yes, the flaw is positive. After every use, the flaw gets higher (second lowest ability and so on). This represents how the flaw is taking over of the PC bit by bit. Think of flaw "Greedy". The PC can use it to get victories in contests giving himself to the greediness. After the flaw is used like this five times (it is somewhere in the highest ability rating) it will act as a Flaw in rules: in a negative way. Now, every time the PC is negatively affected by their flaw (be it active opposition or penalty), it is reduced. This is the story of the character overcoming his inner demons that have grown too big. After four times the final overcome should be during or before the session final contest, closing the arc of the flaw. After the PC overcomes the Flaw last time it is removed and thus the PC has changed again. Next time if there is no Flaws (or under three) the player should get a new one that starts to grow again. Concentrating to single or multiple flaws this way would spark more storytelling from players and GM to the contests. I was thinking how this idea would work in certain types of flaws. Greediness and drunkness are easy to think of (growing and pushed down) but how about something like "Hated by lunars". That is kind of an "external" flaw and not probably suitable as is. So, what are your suggestions about character arcs in HQ and this Flaw-based idea of dealing with them?
  4. jrutila

    Fiction Line Announcement

    About reprints. Would there be any possibility to get a reprint of The Widow's Tale by Chaosium? Is there even a theoretichal change?
  5. jrutila

    Questions about lunarized Dara Happans

    I have to mention this product: http://d101games.com/product/gloranthan-adventures-2-red-sun-rising/ It is an adventure campaign of Lunar heroes in Dara Happa. It depicts the city of Serris (not canon, btw) where the inner tension rises from the three associations. One of them is a fully Lunar association, one is conservative and strictly non-Lunar and the last one is the leading one for the heroes. It is accepting Lunarization but struggles inside with the influence balance. The city is built before Lunars and all the Lunar action is packed into their own part of the city (actually it is outside the city walls). The military, on the other hand, is fully lead by Lunars. This setting is great for gaming purposes as there is always someone fully embracing the lunar way, someone oppressing it and someone in the middle. There is no full rebellious activity like in Dragon Pass. We have ongoing PbF game of Red Sun Rising campaign at http://rpol.net/game.cgi?gi=70164 if you are interested in reading about lives of aspiring Lunar nobles in a Dara Happan city.
  6. jrutila

    RQG image captions

    Not sure if I missed something or having faulty pdf (or reader) but does anyone else have captions in, for example, those whole page illustrations? Or where can I find the description for the page 22, for example.
  7. jrutila

    Framing the Contest

    There is this method of "5 whys" to get to any root cause of a problem. Somehow these two statements are in two different levels of whys: - I want to swing my sword to chop the orc's head off - I want to get into the temple but the orc is blocking my way In the first one I might want to ask "why" and get the second answer. The second I think we have clear understanding what is the prize and not go further. If the adventurer would have been tasked by the witch to bring orc's head then the prize would already be present in the first statement. But even then it should be: I want to get the orc's head (okay, how?) by using my "Head-chopping sword 3W". I always try to frame the contests so that they can be resolved wuth multiple abilities. If the framing is "I want to swing my sword" it is pretty much nailed to one ability. Go up one why and try again.
  8. jrutila

    HQ 2 G stuff in HQ 2

    As far as I know, they are quite similar. I have seen the "difference list" sometimes and it is really something like four bullet points. HQG is based on HQ2 after all. I am not sure what you are looking with this? Of course, there are the magic systems that are specific to HQG. You could expand the question to other HQ-based games like Nameless streets. Those I don't have any experience.
  9. jrutila

    Nochet - pronunciation

    Please, can someone explain this Corflu thing? I tried but really don't get it.
  10. jrutila

    What older edition things do you miss?

    It works both ways. If the GM tries to lower the resistance then it is frustrating that the player might not succeed. But yeah, I think you had an interesting point there. I somewhat liked the Common Magic idea from HeroQuest Roleplaying in Glorantha (I think?). I never got the change to actually play with it but reading it made sense. On the other hand, you can still allow usage of "common magic" abilities that are not necessarily under a rune in HQG, too.
  11. jrutila

    Genre Pack Use Cases

    I would turn these into settings things. HeroQuest is about the story. Think of a movie. There is no meter measuring when the vampire is too far away from the humanity. At some point in the movie it does something inhuman. All those "use cases" you described are just things that are happening in those worlds. Now, there will be contests that the heroes must face and try to resolve. Those contests are part of the story arc. All of these things you described are fuel for the outcomes of the contests. For example, if in the Firestarter game the hero tries to control someone's mind and gets a Major Defeat the damage to himself happens. You don't really need a system for those specific things. Think of them as a setting thing and narration tools. Don't know if this was any help but that is how I think HQ handles these things. If you long for a system or a rule to handle these special things in the world maybe looking at the original RPG for that world would give you guidance. On the other hand, you are safe with just HQ and following its story-driven contests.
  12. I think the beauty of HQ comes here. If you define the contest well enough it can be resolved with (almost) any ability. E.g. instead of a perception check with perception ability the contest should be framed so that the players can come up with innovative way to resolve the contest. So, instead of asking "roll about do you spot something in the woods". Instead, do "there is something fishy in the woods. How (what ability you use) do you find out what it is and what happens if you don't?"
  13. jrutila

    Why?

    I am not the designer, obviously, but to me there is logic behind the notation. You are always rolling under the target number of with a die. That's why the target number is first. After both sides have rolled you then compare the masteries (cancelling and bumbing), thus them being after the target number.
  14. jrutila

    Missing Link

    In HQG you have to understand that the player's single roll is not about the character succeeding. You always need both rolls (player's and GM's) to determine the outcome of the contest (Victory or Defeat). The goal and outcome of the contest are always from the Hero's (the PC) point of view. Even when the opposing contestant is an NPC I tend to think the resistance as abstract and story based (is the Defeat interesting outcome at this point). There is a couple of cases when the resistance can be read from abilities: PC vs PC and PC overcoming his Flaw. Out of curiosity. In this case, what was the goal of the contest? Were they driving the beast away? Or did they just try to survive it? Kill it? The outcome of this contest shouldn't be about the monster succeeding destroying Boldhome. It should be about the Heroes dealing with the monster. If they block it the city is safe but the monster just backs away. If they get Complete Victory (or even Major) the monster is dead and the heroes are celebrated. Marginal Defeat would mean the monster destroys part of the city but Heroes manage to prevent casualties. Complete Defeat would mean the Heroes are trampled by the monster and need urgent help (even its own story arc) to survive. The nine different outcome levels give you lots of juice for imagination. I probably didn't answer any of your questions (I think @jajagappa did a great job there) but just gave my two cents for a new HQ player. Welcome.
  15. I have been listening to RPG podcasts and a quite common example of a (not HQ) game situation is "make a perception check". So, the GM has some secret knowledge and the players roll whether their characters spot it or not. This can be perception, knowledge, senses etc. Every time, I start to think how does HQ handle this idea. In HQ players roll for contests or obstacles. Spotting that a troll has walked beforehand into the tavern is not an obstacle, per se. The better obstacle would be finding the troll. In that case, the footprints are "how" they found the troll. Finding the troll is the prize in the contest. Depending the ability used they might have sensed the troll ("I smell trolls" ability) or just guessed it ("Luckiest hunter in town"). Knowing that information (the troll being in the tavern) might still give a bonus in the actual contest that will follow when the players get to the tavern. Could they use augment? The characters enter the tavern (without knowing about the troll) and it attacks. A player could augment with "Keen eyes" ability and say that he spotted something weird before they entered the tavern thus being alert. Then why didn't he warn others or prevent them from entering? Multiple attempts to a contest are also forbidden. So, if the contest is finding the footprints can everyone try? Isn't that multiple attempts? Usually, it is enough that one of the characters succeeds. Could they do group simple contest about finding the footprints? I would avoid these "check" rolls and try to twist them into actual obstacles. Sometimes if they make sense the prize should be a lingering benefit to a follow-up situation narrated as found footprints etc. And then only give the possibility to one or two characters with suitable abilities. Just to avoid the clichè "Everyone! Make a perception check".
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