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About jrutila

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    RQ, Glorantha fan
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    Only solo...
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    Long time Glorantha fan

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  1. I remember when we played RuneQuest way back then. There was always at least one ogre character in the group that was disguising themselves from others. The way to disguise was filing your fangs so that they look like normal human teeth. Nowadays I would rule that something else would also give out their chaos taint. At least when they meet Storm Bulls, that is.
  2. And so, Jaranal remembered what Kallyr used to say: "keep always an extra dagger in your left boot". It felt like Kallyr was guiding Jaranal once more as she plunged the small dagger, her only weapon snatched from her left boot, into the bad man's eye. There, that wasn't too hard. If it can be used to resolve a problem, it is an ability. This is the beauty of HeroQuest.
  3. Just an off-note to make life easier: you could use the form HeroQuest of the rules system. And when you are writing about heroquesting you can use the lowercase form. HeroQuest is a proper noun and heroquest is just a noun.
  4. From D101 July newsletter: These are apparently the HQ news @Newt hinted on. Nice to see action in the HQG space. I hope whoever is runemastering these have read Robin's Sharper Adventures in Glorantha chapbook and take some input from there, too.
  5. Where's that gif about shutting up and taking my money when you need it?
  6. jrutila

    Robin's Book?

    Interesting! What happened that it is not in Glorantha, though? Thousands of gods and bronze age mentioned...
  7. jrutila


    Even if these are not canon and the forementioned problems these books are available as pdf for example here: https://www.drivethrurpg.com/product/50025/HeroQuest-ILH1--Imperial-Lunar-Handbook-v1 https://www.drivethrurpg.com/product/50027/HeroQuest-ILH2--Imperial-Lunar-Handbook-v2
  8. Again, I think this topic should be sticky (and now I bump it back up).
  9. I stumbled upon to this: https://blogs.scientificamerican.com/observations/the-real-reason-fans-hate-the-last-season-of-game-of-thrones/ The article (if you don't want to read it) talks about sociological (vs psychological) storytelling. I googled a little bit more and found out also this youtube video about it: https://www.youtube.com/watch?v=Z1-vPQKwXbY Now, I always mirror these theories to Glorantha and RPGs (the stories we tell) about Glorantha. In Glorantha, I think it is easy to think sociologically. My usual example is about Sartarites and Lunars. From Sartarites point of view (well, most of them) the Lunars are evil and suppressing them. The Lunars, on the other hand, are there to free and civilize the barbarians and have to do some necessary actions to save them. These sociological reasons cause the Lunars to act as they do. Other example are gods. Why did the trickster pee on the potatoes that were served at the feast. It is not that he is mean (well, he might be), but the sociological reasons in his religion and god. So, this was just my observation that I have done before and now finally found a term for it. Do you have other examples from your games about sociological storytelling? And, is the evil of Chaos sociological (so, caused by the environment and establishment) or psychological? Is there absolute evil in Glorantha in the form of chaos?
  10. It is also quite boring if the character's only action is their "main" action. Think of a TV episode. We want to find different aspects of the main characters. This is why the GM defines the resistance after the player selects the ability to use. This way (as with the penalties and such) the GM can control the up/down beats even if the players use their lower abilities by adjusting the resistance. This way you can encourage players to use their minor abilities. One exception, though. In the final climactic extended contest you could tell the resistance first and let the players then gather up their main abilities with augments and benefits to build up the tension.
  11. The beauty of HQ is that you can play without different setting rulings and modifications. On the other hand you can add them but I would start with vanilla. Do you have the HQ2 core rules (instead of HQ Glorantha)?
  12. This is called the Costly Success (p. 108). In normal contest the players should not get what they were looking for. For example: You try to kill the ghoul. In victory you kill it, in defeat you don't. If there is no interesting story branches behind the ghoul surviving, you can rule costly success and that the ghoul dies in the defeat but the magic sword they were using to kill it is now broken (lingering penalty etc). Don't use the costly success on extended contests, though. If they are EC'ing about the ghoul the stakes should be high enough that failure (ghoul not dying) is an interesting story branch.
  13. In King of Dragon Pass (the computer game) there are couple of quite nice art pieces about doing a heroquest and how it shows in the Middle World. For examples, look at these pages and the pictures there: https://kingofdragonpass.fandom.com/wiki/Uralda's_Blessing https://kingofdragonpass.fandom.com/wiki/Orlanth_and_Aroka
  14. Good catch! Haven't read the rules for a while and it indeed says this ("The Game Master then secretly makes the same determination for the opposition, if any"). On the other hand, starting on page 64 (Consequences), the rule book does not say anything about the opposition (GM) getting what it wants. That statement (on page 58) sounds quite HQ1-ish. I would be ready to guess it is some kind of blast from the past there. And, of course, GM thinking about what the opposition wants and its tactics might help roleplay the contest. But the goal of the opposition is not present in the final consequences of the contest. There has been the discussion about official HQ errata but I hope we don't go there in this thread. @Ian Cooper might tell us if this wording is changed in the SRD?
  15. Heroquesting is an in-world term. You can think of three "levels" of heroquesting. First, re-enacting myths in the Middle World (the "Real World") and acting like the gods without mainly concentrating on the myth. Second, re-enacting certain myths in the Middle World (little bit passing to the Hero Plane, maybe) and trying to gain some kind of religious contact. Third, doing the full-blown heroquest going into the Hero Plane and having all the risks and prizes. And these reflect to the rpg scenarios about them. In the first case, the GM might build a story based on some known myth taking inspiration from it. But the story is not about the myth, per se. In the second case, the PCs kind of know they are revolving around a myth known in the world. The myth is in the story but they are not heroquesting it. In the third, the PCs are doing actual heroquest to get some advance for themselves or the clan. The story the GM and the players tell is the myth that the heroquest bases on, with some twists and surprises, of course. You can run any of these with HQ easily. I don't know if I caught your question fully here.
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