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The God Learner

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About The God Learner

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    Senior Member


  • RPG Biography
    First played RQ sometime in grade 7-9 in ... 1980? Streak ended early 1990s.
  • Current games
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    Machine City Ruins
  • Blurb
    Defender of the monomyth.

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  1. Don't forget the Buddhist hatred of women! A silly objection, but if you prefer to have modern, sex-positive unicorns, then by all means go ahead. (If nothing else, I'm sure the Lunars have plenty of them.)
  2. I haven't kept up to date with how things are structured nowadays, so take this question for what it's worth, but we may ask what sort of heroquest results in godless atheist sorcery spells? Well, I might possibly allow for intrepid students to find the Hidden Wing of the local Lhankor Mhy or Irrippi Ontor Library and see if they can locate some interesting lost ancient tomes there. Perhaps a trader god heroquest can swap in some extraordinarily valuable scrolls. Could be there is some forbidden knowledge still to be found in certain God Learner outposts on the Hero Plane too. And finally, one could probably through heroquesting locate a Sorcerous Master to learn from, like Zzabur if you're good or one of his underlings if you're more of an undergraduate. (If you fail the quest, you get somebody bad.) This also reminds me of a related question, when did sorcery first appear?
  3. Perhaps that's where the extended contests or chained contests come in? Though I don't think the strength of HQ is hyperextended combat sequences, like lasting an entire session, so maybe the GM should just fast-forward those or break them down to smaller units. Or just admit that the comic book metaphor is not a perfect one but merely guidance. (I personally don't really enjoy spending hours on a big fight anymore; I think D&D 3.5 weaned me off of that.)
  4. Sounds like a great idea. HQ seems to lend itself well to situations where conventional systems would be extremely tedious and probably lead to the wrong outcome anyway. For something like Silmarillion you could perhaps combine HQ with Microscope to make the playable story span ages and drill down to particular parts of interest. I have thought about presenting the HQ style in a somewhat less elevated manner: that one session equals about one comic book, and that fights should be comparable (in particular, often resolved in just a panel or two rather than through a long loving tactical process). In other words, the tempo is usually intended to be brisk. I'm still struggling a bit with how to run the games in an interesting narrative and player-involving manner though. (I am normally more of a simulationist.)
  5. Humakt might be seen as the final spirit of retribution of his cult.
  6. That reminds me, we should try out some Wyter Swapping and see what happens.
  7. Somewhat unclear. At Dawn we got a god named Time who provided ordering of how things happened, or perhaps just (cough) entropy. From some angles it looks like time still passed during Godtime. For example, Yelm ruled for 100,000 years. We can speculate about the properties of Godtime, but also about how they differ from Solar Time. I'm not aware of any real information on this topic though. Also, the Godplane is probably different now compared to back then. Or maybe the gods just pretend that it has changed, now that they are bound by the Compromise.
  8. Later on, (spoiler) Paul is killed but gets resurrected.
  9. King of Sartar (1st ed, at least) was full of ambiguities, multiple versions of events, and missing information regarding most everything, and was presented at what appeared to be a several hundred year remove. I first rolled my eyes at this mock-history conceit when I just wanted the facts. Later I instead took it as Greg's invitation to me to do whatever I liked with the material. It's not a final truth.
  10. The first session started out with John, Paul, George, Stuart and Pete ...
  11. I seem to recall the Red Goddess too got killed a few times on her way to the title. Teelo Norri, Teelo Estara, Teelo Imara, then finally Sedenya. Or as Life of Sedenya put it, "Her journey took many lifetimes." (The Red Goddess generally speaking had a long and difficult time of it and failed numerous Heroquests on the way to divinity.) I would view it a bit differently: a heroquest would presumably be needed to recover it or make a new one. If the heroquest is low powered, then the new spear is too. Do more heroquesting to recover. Regarding the Argrathsaga, much like the Great Pendragon Campaign, I would either treat it as background (along with all the myriad Hero Wars boxes we have seen in the texts) and/or just let the party loose on it. No predestination, no super special characters that can't be touched. But use it for inspiration. An idle favourite project would for instance be to use the outline in King of Sartar to play out Argrath's various epic quests but with a player party instead. Start with the Cradle, then go on piratical adventures with Harrek for some years to power up. That's probably enough to occupy anyone for a couple of years of play.
  12. Well, best of luck with that. May your game be happy.
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