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About Telen666gard

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    D&D, Warhammer, Star Frontiers, GURPS
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  1. When Ian Cooper says above, that "people tend to crock the results of a marginal victory...": He is saying most people tend to mess up by not giving what the agreed prize was for a marginal victory. He is talking about maybe using the "yes, but" technique to show that yes you get the prize, but at a cost. This a house-rule he is thinking about and not what is written in the books. And Robin Laws is talking in a more philosophical sense about how you might overcome your players not wanting anything less then complete black and white prizes and how Robin thinks that is not useful to the fiction. Those are my takes after reading them. Hope that helps in someway a doesn't confuse you more.
  2. I think you are wrong about only getting the prize with a major victory: "All of the resolution methods yield degrees of success for the victor." Naming the prize: Game Masters start framing the contest by asking the involved player(s) what prize they’re trying to win, or what goal they’re hoping to achieve. Marginal Victory: A nominal victory or defeat, with little gain or loss. The victor gains only the immediate benefits of winning. The loser suffers no lasting effects of his defeat beyond the end of the contest. I believe it means that you get the prize, and the marginal, major, etc is HOW WELL you did it. So you GET the prize even if you only get a marginal victory. Here is a good example from the book: Finding Your Way (The Prize) Complete Victory: You find a secret way or shortcut that lets you pass the way quickly and securely. Major Victory: You are very sure of your way, and get there quickly and without problems. Minor Victory: You know where you are going, and get there easily. Marginal Victory: You get there, but it takes awhile. (You still get the prize even for marginal victory) Marginal Defeat: You thought you knew where you were going, but take a wrong turn. Minor Defeat: You went off track somehow. Major Defeat: You are utterly lost. Complete Defeat: You are lost, and in a dangerous place. At least that is my interpretation.
  3. I believe HQ does gritty fine as long as everyone is on board with what gritty means to the campaign and results of contests. The same concept goes for horror.
  4. All I can say is BRAVO!!!! Can't wait! 👍
  5. That would be awesome!!! Need more examples of non-Glorantha genre packs!!!!!! Please.... Please.... 😀
  6. I was reading the Genesys rules and like the Advantage/Threat stuff. I've added some Advantage/Disadvantage(Threat) rules to the HeroQuest rules. I haven't tried them out yet. I need to test it and develop what works or not. For instance I think the Advantage and Disadvantage dice cancel each other out. So if you rolled 2 Adv dice and 1 Disadv die you would end up with a total of 1 Advantage. Also, if you have more than one type of Adv/Disadv they just become one larger Advantage or Disadvantage. Or I will see if it makes sense to use them separately. I don't use the Genesys dice, but was inspired by them: Narrative Dice Rolled after finding out the Contest Result. (Marginal/Minor/Major/Complete) Only player characters roll Narrative Dice. Use 4 x d2(red) and 4 x d1(white) Ubiquity dice. You can get away with 3 of each since the largest pool would have a max of 3 of one or the other. Red d2s are designated for Advantages and the white d1s are for Disadvantages. Look for 1 or 2 on red d2s for +1 Advantage. (75% chance for an Advantage per die) Look for 1 on white d1s for +1 Disadvantage. (50% chance for a Disadvantage per die) -OR- Use 8 x d6 of two different colors. You can get away with 3 of each since the largest pool would have a max of 3 of one or the other. One color is designated as Advantages dice and the other color is designated for Disadvantage dice. Look for 3, 4, 5, or 6 on Advantage dice for +1 Advantage. (75% chance for an Advantage per die) Look for 4, 5, or 6 on Disadvantage dice for +1 Disadvantage. (66.6% chance for a Disadvantage per die) Advantage An Advantage indicates an opportunity for a positive consequence or side effect, regardless of whether your character fails or succeeds at the task they attempt. Examples of these positive side effects include your character remaining unnoticed when hacking a computer network, finding unexpected cover during a firefight, or recovering from strain during a stressful situation. It’s possible for a task to fail while generating a number of Advantages, allowing something good to come out of the failure. Likewise, Advantages can occur alongside success, allowing for significantly positive outcomes. Remember, Advantages do not have a direct impact on success or failure; they only affect the potential side effects of the roll. Disadvantage A Disadvantage is fuel for negative consequences or side effects, regardless of whether your check succeeds or fails. Examples of these negative side effects include your character taking far longer than expected to pick a lock on a door, or dropping their weapon as they sprint for cover. It’s possible for a task to succeed while generating a number of Disadvantages, which can cause some minor or serious complications! Likewise, Disadvantages can occur alongside failure, which can worsen an already bad situation with some unforeseen headaches. You should remember, however, that Disadvantages don’t directly impact success or failure, only their magnitudes or potential side effects. Your GM/Narrator generally resolves Disadvantage effects (although when a non-player character generates some Disadvantages, you and your fellow players can and should suggest to your GM/Narrator some creative ways to spend the Disadvantages!) Disadvantages may trigger a wide variety of possible effects. These could include your character being knocked flat on their back, losing the advantage of cover, taking more time than anticipated to complete a task, or giving an enemy an new opportunity. HQ Results Interpretation Result | Narrative Dice To Roll* Complete Defeat | D-D-D (3D) Major Defeat | D-D-D-A (3D+1A) Minor Defeat | D-D-A (2D+1A) Marginal Defeat | D-A (1D+1A) Marginal Victory | A-D (1A+1D) Minor Victory | A-A-D (2A+1D) Major Victory | A-A-A-D (3A+1D) Complete Victory | A-A-A (3A) *D = Disadvantage Die. A = Advantage Die. Ubiquity Dice Distribution | Ubiquity Die | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |---------------------|--|--|--|---|--|--|-- |---| | Disadvantage d1(white) | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | | Advantage d2(red) | 0 | 0 | 1 | 1 | 1 | 1 | 2* | 2*| *Equal to 1 Advantage
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