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Tim Ellis

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About Tim Ellis

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  • RPG Biography
    Been playing them for years
  • Current games
    HQ - Feng Shui - 7th Sea - Gear Krieg -Star Wars
  • Location
    Birmingham, UK
  • Blurb
  1. Masters of Luck & Death Wargame

    It was Prior to me having a digital camera. so I'm afraid I don't. I do recall I was in the Caladraland faction, that we were, at one stage all Volcanoes, and we ended up singing the "Crazy world of Arthur Brown" song "Fire" - but not who else was in the team, or what anyone else did...
  2. Using R-Maps for adventures

    I've not really used them - but I was definitely thinking while running the Colymar Campaign that I could/should have done more to get the PC's to have more defined relationships with other members of the clan (The players were all HQ (and Glorantha) newbies ) - something a bit like @jajagappa's Nochet campaign he describes above.
  3. Where will your Heroquest game go?

    My thoughts were that a Tarsh/Lunar Provinces book should be different enough from a Sartar/Orlanthi campaign, without being so alien as to turn people off. Close enough that Sartarite characters could conceivably visit for those wanting to maintain continuity, or as an "enemies" sourcebook giving information on Lunar(ised) cults. That said, I'd be happy with any area - exploring areas "in play" make them much more "alive"...
  4. Using magic repeatedly

    It works the same in reverse. The Guard is attempting to stop contraband and criminals passing his checkpoint. If the method he chooses to use is detection magic then you set a difficulty and resolve the contest. HQ is a "Storytelling" system, not a mathematical simulation - so we are only interested in knowing if the criminals can bypass the guard if we are focusing on one or the other. If we decide to climb over the walls then their is no need to worry about whether the guard at the gate could detect us with magic. If we decide to use deception magic at the West Gate, we only need to worry about whether it works there, not how likely it would be to work at the South Gate. (Maybe we Succeeded because the guard with the anti-deception magic was answering a call of nature, leaving his unenhanced companion easy prey to our charms - on another occassion, or at another gate we may not have been so lucky
  5. Using magic repeatedly

    Another thought on the multiple "Detect Enemies" situation. If the problem is that I suspect there is an enemy sneaking through my Clan lands, and want to search for him using just my "Detect Enemy" RQ Spell /HQ ability, - ('I cast "Detect Enemies" ', 'There are none within 40m' - 'OK I walk 80m away and cast it again...') it may seem like the RQ character will rapidly run out of Magic Points/POW, while the HQ character will just keep going until he finds the enemy, but that's not how you would frame the contest - Searching for an individual in the clan lands 40m at a time, especially if they can keep moving, would be very difficult (at least)* so you set a high difficulty and then, as Jeff said The player rolls the dice, compares the result to the Difficulty Level the gamemaster has assigned and based on the results of the dice roll, the gamemaster determines the outcome So a Major success might let you find him before he spots you, A minor success lets you find him, but he sees you too *((If you want to translate via RQ rules then you could say "Your chances of finding him before you exhaust your magic is extremely low", and set the difficulty that way, but it seems an unnecessary step to me))
  6. Traversing the Lunar Heartland

    Not exactly.... In RQ You ask "What are you doing?" - "Casting 'Detect Rebel Scum'" In HQ You ask "What are you hoping to achieve?" - "Locating the Rebels" - "How are you doing that?" - "with my 'Detect Rebel Scum' Feat" If 'Detect Rebel Scum' doesn't find the Rebels, you can't keep trying until the GM says "No," because it failed to solve the problem the first time, so you need to find another method to achieve your aim, or set a different aim (or wait for circumstances to change sufficiently that you can justify trying the original method again - say if the Rebels did something particularly noticable) The approaches are different, but the underlying Gloranthan reality is that while the Lunars might be able to magically detect a couple of powerful Orlanthi trying to sneak through the hinterlands of the Empire, they certainly cant be certain of identifying the whereabouts of every Orlanthi who happens to be travelling through...
  7. Traversing the Lunar Heartland

    Magical detection of enemies is likely focused on traditional foes - the presence of a Pentan in the party may be more problematic than the presence of an Orlanthi in many areas!