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Found 36 results

  1. Version 1.0.0

    20 downloads

    A unified table that provides numerical values for obstacles' difficulty, based on the number of sessions run to date and the pass/fail cycle. This combines tables from pages 113 and 115 of HeroQuest Glorantha
  2. Greetings all, Now that Chaosium is going to be more actively involved in this forum and directing users here from the Chaosium.com website (in the near future) we are interested in reading your suggestions on how to fine tune these forums, their features, and their contents. We welcome your feedback. Our only request is that you be constructive and suggest fixes along with any issues you raise. Identifying problems is silver. Identifying a problem and suggesting how to fix it is gold. We appreciate your help.
  3. Martin

    Heroquests

    Is it possible to Heroquest within the era of time? or can heroes only heroquest to the God's Age? Or is this a violation of the Comprimise of Time? More specifically, can you go to Orlanth's Hall in the God Plane then leave a door to the Hero Plane of the Dawn Age?
  4. I've been working on updating my collector's checklist for RuneQuest/Hero Wars/HeroQuest/Glorantha. The list has grown to over 1600 entries. Any comments and/or corrections would be appreciated. Thanks to those that have helped so far. Major additions include French, Japanese, and Finnish language items and Sara Evans Art and Greydog Designs items. Also included (in red) are the reprints from the RuneQuest 2nd edition reprint Kickstarter. These items should appear throughout the year. This is the only case where I have added items to be released in the future. Arcana Glorantha 0.9.1 (A RuneQuest, Hero Wars, HeroQuest Collector Checklist).pdf
  5. I am a bit flummoxed by how to manage HQ missile combat. Could someone maybe talk me through a fight between a party of Yelmalio Phalangites (20 with pikes, 10 with bows) versus a similar number of Sable riders (10 with lances, 20 with bows), assuming everyone's primary skills and their augmenting skills being at about 1W, it being a fine day in Prax, and with the fight being conducted initially with the Sable riders coming up a dry "serpent" bed out of sight of the Yelmalios ?
  6. Lets say your Sartarite characters undertake a Heroquest with Sun Worshipers as the antagonists. In the quest they(Orlanth & some Thunder brothers) travel to Yelms palace to steal an item, and during the process they have to fight 4 palace guards or a Yelmic guard deity (one does not spring to mind). Assuming they succeed, they start in Sartar and pop into the gods world to undertake an "Otherworld Heroquest". Who do they end up fighting/defeating/killing, and what happens in the "This World". Is it the case that the 4 guards in the four corners of the Sartar Sun Dome are found dead at their posts the next morning? Do they remember have bad dreams on guard the night before? As the "Otherworld" is before time, someone was pulled into the Otherworld Heroquest and they will eventually die from it? Some Sundomers (as representatives of the guards in the HQ) somewhere in the past or future die? If there is a heroquest "Orlanth goes raiding" why don't (when they hear that the Lunars are invading in 1602) all warthanes throughout Sartar and Heortland start undertaking the heroquest to whittle down the attacking army as they move towards the Sartarite muster. I understand the "This World" heroquest (a good example being the Biturian[Cults of Prax] account with the Sundomers) is just a matter of being in the wrong place at the wrong time, but the "Other World" confuses me. Can you pop into an "Other World" HQ to get away from someone. Then go nowhere waiting and pop back out once time passes and the threat has passed. Always the Godlearner...
  7. Here are two ideas for Glorantha: 1. "One man in a hundred achieves mastery" 2. "One master equals ten men" They can be taken abstractly, but I'll use concepts from HQ1 to describe them, and the second idea can be applied to game rules.
  8. Version 1.0.3

    56 downloads

    Created a one page cheat sheet for the commonly used charts so far for my game in Heroquest: Glorantha -- hopefully you find it useful as well. Cheers, Jonathan
  9. I've played a bit of both systems recently - trying to decide on what system to use. While there is much I love about Heroquest i am still very much attached to the old-school system of combat simulation and gearing up *to things HQ does not do that well). I'm considering introducing some of the elements of the Heroquest system into Runequest to see how it goes. Has anyone had a go at this before? Or even had thoughts about it? My thoughts: Utilise HQ 1-20 + masteries instead of RQ %ile. Should make for more seamless, higher level campaigns. Experience gain would be faster (1 point HQ gain is equivelent to 5% RQ) but not by a lot when you consider an optional suggestion was to use 1d6+1 for % gains in RQ. This would not be too dissimilar to Pendragon or PendragonPass. Use of Augments when appropriate. An expansion on the Passions set of abilities. Replacing RQ experience rolls + luck points with HQ Hero Points in some way. Unfortunately integrating HQ smooth "you name it - it goes" ability system isn't really practical in RQ as RQ has a similar framework to so many RPGs; Two system tacked together. One for resolving success or failures of abilities. Another for dealing and measuring damage. The two don't automatically co-relate. Whereas HQ has only the one system. Does anyone have anything they can add to this? Ideas or experience in trying something similar?
  10. Hi Everyone, I'm looking for one or two more players for a play-by-post superheroes game using HeroQuest 2.0 (and what bits we know about 2.1). No HQ experience is needed, though it is certainly a plus. Contact me here or through RPG.net and I'll let you know the details.
  11. While impatiently waiting for the Guide to Glorantha to be finished, I need to go through all my accumulated material to satiate my hunger for more knowledge about the setting. I have decided to start reading HeroQuest – Roleplaying in Glorantha, that is HQ 1st edition (or Hero Wars 2nd ed. depending how you want to frame the issue.) HQ1 rather than HQ2 because the older edition is closely tied to the world of Glorantha and contains a lot of information about it. But I am also interested to learn more details about the system. The rather freeform narrativism does not really appeal to me overmuch; I'm much more into more crunchy, simulationist roleplaying games such as RuneQuest and HârnMaster, (Well, you can argue that HQ is simulationist, it just attempts to simulate literary and visual fiction rather that the cold cruel facts of Real Life™) although it is always good to keep an open mind and try to expand one's horizons. Still, I am mostly interested in questions such as what games like HeroQuest can teach and have taught to GMs and designers of different games like RuneQuest, etc. I posted this in the Glorantha forum because I'm mostly interested applying said teachings for roleplaying in that particular fantasy world, but more general discussion is also appreciated. I should point out that I have not played HeroQuest or any other game in the "Narrativist" school of roleplaying. It is not that I am against it, just haven't had an opportunity (don't go to conventions etc.) I have read quite extensively about the differences between the editions but am also interested in hearing what people think is good and what is not. I prefer the idea that a fantasy roleplaying setting is a living world that goes on whether or not the player characters make anything significant of themselves. That is why I'm not a big fan of the central theme of HQ that the player heroes are the focus of everything, which is, I believe, shown very well e.g. in the pass-fail-cycle mechanism of HQ2. Sure, the PCs are always the focus of an adventures and campaigns, but changing the level of challenges to fit them seems a bit like D&D with levels and such, which leads to all kinds of questions about setting ecology and so on. But I do understand why many people might like something like that. To each his own. One more thing: A question that intrigues me is why would a "freeform" (if that is the right expression) game be better for Glorantha than a more old school approach like RuneQuest. I mean, most of the societies in Glorantha are quite restrictive about how their members must behave and what they can do, so the "You can be anything you want!" -philosophy of HQ doesn't seem a perfect fit. I'm guessing it has something to do with the concept of Heroism: the Heroes of Glorantha are considered to be kind of like cosmic level comic book superheroes who can rise above the limitations of the mortal worlds. I on the other hand prefer the kind of view that heroes are people and as such have their weaknesses and limitations that they must, willingly or not, overcome to become and achieve all they can. So I think I will always find a system geared more towards a human level than a cosmic level preferable. Hope that wasn't too rambling and people will find some points to comment upon and share their ideas and experiences.
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