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richievh

Converting Glorantha Adventures - New Beginnings to RQG

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So, I have finally convinced my group to try RQ:G (or Runequest 7) for a short campaign and am thinking about stealing some ideas from Heroquest's Gloranthan Adventures #1. I was wondering if anyone has managed to run either of the four adventures using Runequest and how much of a chore converting things would be. I mean, perusing the Bestiary, I have seen Skeletons, Zombies, a Vampire, Broo and other critters that fit the adventures' plots. Do you think this could work?

Also, do you have any ideas for the Vampiric Thralls in the second adventure?

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I can't speak directly to the Adventures book, but transplanting the NPC's should be straight forward. One word of caution though, start with some very simple encounters - 3 or 4 NPC's v the PC's just to everyone gets a chance to learn the system,. 

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I pretty much ran everything in the Gloranthan Adventurers supplements in my last RQ Campaign. I used everything, but just substituted RQ Stats for the HQ stats. It worked really well, although I didn't do things in the order they were in the books and messed about with the scenarios, so the PCs instigated the Boat Rise, for example.

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On 9/13/2019 at 10:57 AM, soltakss said:

I pretty much ran everything in the Gloranthan Adventurers supplements in my last RQ Campaign. I used everything, but just substituted RQ Stats for the HQ stats. It worked really well, although I didn't do things in the order they were in the books and messed about with the scenarios, so the PCs instigated the Boat Rise, for example.

Can you share any of your conversion process or resources?  😁

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On 9/13/2019 at 11:57 AM, soltakss said:

I pretty much ran everything in the Gloranthan Adventurers supplements in my last RQ Campaign. I used everything, but just substituted RQ Stats for the HQ stats. It worked really well, although I didn't do things in the order they were in the books and messed about with the scenarios, so the PCs instigated the Boat Rise, for example.

 

1 hour ago, g33k said:

Can you share any of your conversion process or resources?  😁

 

36 minutes ago, richievh said:

Seconding g33k’s request :D

Oh heck let’s make it a solid three.  :)

 

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11 hours ago, g33k said:

Can you share any of your conversion process or resources?  😁

 

10 hours ago, richievh said:

Seconding g33k’s request :D

 

10 hours ago, Bill the barbarian said:

Oh heck let’s make it a solid three.  :)

Would "I made it up" or "I did it in the fly" help?

Normally, I don't stat up NPCs until I need them, and even then they are very rough. They might get APs, HPs, Damage Bonus, Rough Skills and that's about it. That makes things a lot easier to convert.

The scenarios just run as they are, as a scenario is a scenario is a scenario. Where things need to be resolved, I just used RQ-style resolution rather than HQ-style resolution. Benefits were gained as skills, magic items or abilities. I tended to use Abilities as Keywords in RQ, so they could be used more flexibly. 

So, not much use really. Because the PCs were River Voices were PCs based in Prax, they didn't care about Sartar. They didn't worship Orlanth, so didn't care that he was dead. That meant that I had to adapt the scenarios, move the locations, use bits and pieces in different scenarios and basically butcher the campaign to help it fit into my own.

I've wrapped everything else in spoilers, in case people haven't seen the scenario packs.

 

Sartar Rising 1 - Barbarian Adventures

A Year of Chaos - I used elements of this at various times, mainly as background events. The PCs in the River Voices campaign were not Sartarites and didn't have a clan, so I couldn't use them as written. However, each one is a mini-scenario in itself. You drive off the Chaos bees by using the Beast rune, or by doing a HeroQuest to drive away insects, or something equally as cunning. I used Plague Swarm as a Muriah thing, which just slotted in to her plotline. I can;t remember using the Memory Thief, but I might have done. The swamp Thing was just a wandering walktapus, so is just a quick investigation and slaying. And so on.

Blood Feud - I think I used this as something for the river Voices to use their judgement on. they might have just said it wasn't their business. It is a good thing to use on a heroquest, though.

These Women Need Help - I don't think I ran this one. The PCs at the time had no real love for Sartarites and would not have cared about helping them. They were resistant about getting involved with freeing Orlanth and this would have been pushing it too far, so did not fit in with my subtle Freeing Orlanth thread. They would have bitched forever for having to lose a left hand or being castrated, so it wasn't worth the effort.

Come the Hurricane - I didn't use any of these in my campaign, although they might have been useful, they didn't really fit. My prophecies were more about the River Voices, Prax, Pavis and Genert.

Sartar Rising 2 - Orlanth is Dead

The PCs didn't give two hoots about Orlanth or Sartar, so these pretty much went over their heads.

The Sartar Campaign - The PCs were River Voices in Prax and didn't want to get involved in Sartar,  so I didn't use this as such. However, I used some of the Events as scenarios. so, the river Voices brought the Cradle down from Giantland, they didn't get involved in Whitewall at all and so on.

Orlanth is Dead - Again, not Sartarites, so they didn't care.They just drew on their Praxian survival heritage to survive the Winter, did a HeroQuest to free Zola Fel of Ice, performed the Winterfall HeroQuest, but on the side of the Ice demons, as the Lunars were standing in Orlanth's Place against the Ice so they made the winter more intense and so on.

The Battle of Iceland - I can't remember if they took part in this. I don't think they did, as they didn't care about Sartar or Orlanth.

Sartar Rising 3 - Gathering Storm

The New Breathers - The PCs managed to find a new way to breath, by breathing out before they breathed in. They also partially freed Orlanth by shooting an arrow into a Void and bringing back some of Orlanth's Blood, making Thunder arrows in the process. They gave the Thunder Arrows to Orlanthi, who found they could use them to regain their lost Orlanthi magic. I think they attacked the slave farm and freed the slaves, but can't really remember.

Sheep, Clouds, Thunder - They did this as a HeroQuest, I think, to gain some magical sheep. I used parts of Broken Tree Inn for Tarndisi's Grove.

The Other Side of the Dragon - The PCs did this. They went to the Grazelands and took part in the events. However, they didn't make friends among the Grazers. I can't remember what they got out of it, though. i think it was an important part of my overall plot, but can't remember how it fitted in.

Final Days at SkullPoint - I moved this to Prax, one of the oasis villages, where the PCs solved the mystery.

Orane's Spindle - I moved this to Prax, again, in an Oasis Folk village, They did the HeroQuest , as I like HeroQuests, and freed the village.

The Sky Ship - The River Voices did this, but in a very different way. They found a great Waertagi dragonship in Hell, on a HeroQuest, It had been pierced by a Golden Barge, one of the river Voice's items in my campaign, as Yamsur the Splendid was one of the original River Voices in my campaign, and had been tricked into sinking the Sky Ship. They HeroQuested to find an Inhuman King trapped by both the Dragonkill and Dragonewt's Dream, freed him and used his soul to power the Dragonship. They found and freed Dormal to be the steersman. They used major craftsmen and crafting magic to repair the ship and launched it themselves. So, they were the driving force behind the Raising of the Sky Ship. They created their own Stars, becoming Heroes in the process, and spoke to the Dragon in Dragon's Head, awakening a draconic portion of their souls. They sailed the Sky Ship back to the Underworld and completed the cycle.

In Starbrow's Camp - Starbrow was just one of the NPCs the River Voices gathered to assist raising the Sky ship. She drove nothing in our campaign, but had enough Stellar Lore to be useful. The PCs dropped her afterwards and did not hep in her rebellion, as they just didn't care. However, as the Lunars opposed them on The cradle and sky ship, they decided to resurrect Pavis and throw the Lunars out of Pavis. They met the White Bull and became drivers of the White Bull Society, expanding it to Grazelanders trying to bring back the True Horse People of Prax, uniting the Beasts and Horses. They forced the Lunars out of the Holy Country, then out of Sartar. At some point, they brought Orlanth back from the dead, despite not wanting to. So, they effectively became Argrath. The campaign ended when Mello Yello became a Golden True Dragon, prevented the Red Emperor from committing Utuma and did it himself, becoming the Golden Dragon Emperor. So, Starbrow was a minor NPC who didn't really figure and Argrath was a washed-up Orlanthi who would have been a mighty hero if it wasn't for those pesky River Voices. We used the Events Elsewhere as Scenario hooks, though.

Edited by soltakss
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1 hour ago, soltakss said:

Would "I made it up" or "I did it in the fly" help?

 

Yes it certainly would... Tells me I am on the right track and then your hidden content shows me how to build said tracks. Now, I don’t think I have any spoilers so here goes...

Alright, wow, just read the hidden contents and... wow. Great idea, using the scenarios as window dressing (of no interest to the PCs as adventures but as stories about those crazy storm worshippers they worked fine) and where the PCs were interested it was easy to move the relevant tales from the back burner to the front. Brilliant. Nice work soltakss!

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Simon has the right of it. Back in my early days of GM-ing RQ, I used to tear my hair out at having to write up complete character sheets for all of the NPCs (and monsters!), and my eyes would glaze over at the half-page stat blocks in published adventures. This was the Achilles Heel of BRP, I thought, when compared to D&D where all you needed was HPs, AC, and THAC0...oh, wait. That's pretty much all you need for BRP games, too. And that's roughly on scale with what you get with HQ stats.

In published BRP adventures, I either highlight the relevant NPC stats that will come up in combat (the only time that level of detail is needed immediately) or list them on a note sheet. At all other times I just wing it and develop their personalities. HQ gives you a similar character outline that you can use to write abbreviated RQG crib sheets. What about all the potential Augments an NPC might employ? Don't use them all, you'll just make yourself crazy. Guaranteed, your players aren't going to remember all of their potential Augments.

I know many of us can get wrapped around the axle trying to be as complete as possible in our GM preparation, but more often than not that's what keeps us from actually playing instead of helping. Oddly, it took me ages to figure that out with regard to RQ, while I had no problem understanding this when GM-ing Call of Cthulhu. Maybe that was because CoC went to pains to make itself look simpler in play. Regardless, after running a session for your players, take stock of all the vast detail they merrily traipsed past without notice. That is the agony and the ecstasy of being a GM.

!i!

[P.S. Yeah, screw Argrath. Can't let a loose canon like that hobble your players' ambitions.]

Edited by Ian Absentia
Monsters are people, too!

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6 minutes ago, Ian Absentia said:

Simon has the right of it. Back in my early days of GM-ing RQ, I used to tear my hair out at having to write up complete character sheets for all of the NPCs, and my eyes would glaze over at the half-page stat blocks in published adventures. This was the Achilles Heel of BRP, I thought, when compared to D&D where all you needed was HPs, AC, and THAC0...oh, wait. That's pretty much all you need for BRP games, too. And that's roughly on scale with what you get with HQ stats.

 

Interesting take,

I have always done the work of taking the stat blocks off the page and into a note book before play. Slavish attention to detail. Mind you, modules in front of me. GM screen ready and notes pinned to it...players in place I found myself not referring as much to the notes as much as I thought in preparation. I would be paying more attention to the ebb and flow of play. 

In fairness, having written it down and made a few notes committed it to memory and allow me to troubleshoot bugs pre-play but when push came to shove, during play the notes were not as important as the feel.

Cheers

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I wing it or else I just use the Bestiary average or better.  Unless there's lots of spells involved, then I might build those, at least as far as the spell list and tactics, or for a special NPC I want an epic battle out of.  Most times, especially vs the epic foe, I just make it up as I go along.  He got hit for a lot?  He has a shield....counts...just high enough that all you did was wound him.  He's still up.  He really needs his spell to incapacitate or immobilize several of the PCs to make this interesting?  His power is just high enough that with the roll I made I took out half of them.  It's a goldilocks approach, but it works mostly.  Sometimes he's too big or too little, but usually he's just right.  Just takes a little practice.

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General conversion stuff for HQG to RGQ is of course universal, and this is great stuff about the Sartar Rising books. But am I missing something, or was the OP not asking about D101's Gloranthan Adventures 1, rather than about the Sartar Rising books? Just trying to see if anyone has actually run those in RQ, although I'm in danger of coming over like a pedantic idiot.

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14 minutes ago, Qizilbashwoman said:

well uh HQ NPC stats are not really equivalent

True, which is why I didn't state as much.  But they scale well in terms of the level of essential detail.  To emphasise what I wrote...

23 hours ago, Ian Absentia said:

HQ gives you a similar character outline that you can use to write abbreviated RQG crib sheets.

Emphasis on "abbreviated."  It's not a 1-to-1 correspondence, and it's an interpretive process, but you can bang out the basic skills, passions, and affinities.  Armor and weapons are more or less standard.  No, it's not a template process, but it's a fraction of the effort of extrapolating (generally without need) an entire RQG character sheet.

!i!

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36 minutes ago, Steve said:

But am I missing something, or was the OP not asking about D101's Gloranthan Adventures 1, rather than about the Sartar Rising books?

Ah, Gloranthan Adventures, not Barbarian Adventures. 😳🙄

41 minutes ago, Steve said:

Just trying to see if anyone has actually run those in RQ, although I'm in danger of coming over like a pedantic idiot.

Not a pedantic idiot at all.

Looks as though I answered the wrong question.

 

Now, on to Gloranthan Adventures ...

I have not played these, using HQ or RQG. However, I can see how the scenarios would work with either system. There are some Extended Contests that might need some handwaving in RQG, but should be OK. You might need some way of keeping track of points scored in the Extended Contests. some of the combat scenes will take longer in RQG than HQ and might be deadlier.

Gloranthan Adventures 1

The Fortress of Doors: Muster the band would be a straight out roleplay session, with rolls determining individual outcomes and combining for an overall outcome. In RQG, each adventurer would get their say, as opposed to a single roll for everyone. Mouse Run would need some Perception skills, with a critical going straight to Old Man and his Mouse. Too Many doors is just a roleplaying session, to get to the doors. Victory in the Winds is a combat session, with the addition that using winds to blow the Sorcerer into Hell works really well.

The Black Ziggurat: Granny Bit me is a roleplaying session, to set the scene. Granny's Gang is a combat session. This Town is Going to Hell is a roleplaying and combat session. By the Bones of the Founder is an investigation and powering-up scene. The Black Ziggurat is a combat scene. 

Fixing the Wrong: A Poor Woman's Way is a scene-setting session. The Marriage Tests is a series of contests that have no point, so just use RQG skills. Into the Still Green is a minor HeroQuest. Gather Your Forces is a roleplaying session and the battle of Oxbow Ford is a combat session. 

The Hurt of the Land: An Old Foe Returns Anew is a scene-setting and healing session, this might be harder in RQG as RQG has specific healing spells whereas HQ is looser on healing. Don't Lose Your Head is an investigation/chase, using normal RQG skills. Broo is a combat/escape session. Opening the Way is another combat/escape session. When Traditional Means Fail is a hopeless combat session. A Question of Identity is a series of Opposed rolls, handled by RQG's mehanism for Opposed Rolls. 

 

Gloranthan Adventures 2

Escorting the Goddess: This is actually a HeroQuest in disguise. The Red Goddess' Blessing of Her Daughter is scene-setting. The Hour of Jakaleel is a healing/investigating session. Help the Hurt is a roleplaying and healing session. Help From the Poor is a roleplaying session. A Little Knowledge is Deadly is a scene-setting reveal with some roleplaying. Prison Breakout is a combat session. The Mysterious Stranger is a rolepaying session. The brother is a roleplaying contest. The Marriage is a finale. conclusion gives out relationships and abilities.

Sandcastles and Gladiators: The Great Sandcastle Competition is for roleplaying and an extended contest, which might be trickier to do in RQG than in HQ. The House of Lord Tarsic is for roleplaying and scene-setting. Funeral Games is roleplaying, scene-setting and investigation. A Private Gathering is roleplaying, scene-setting and investigation. The Streets of Serris is scene-setting. the Butchers is roleplaying and investigation. Gold Hill is an infiltration/investigation session. Gang War is a roleplaying or combat session, with an extended contest that might not work well with RQG. Where is the Light of Truth is a scene-setting finale, with some roleplaying.

Achec's Tomb: Take the Debate to the People is scene-setting.The Offices of Power is scene-setting and roleplaying. Information Gathering is exactly that. A foul Plot is scene-setting. These Are my Wishes is scene-setting and a finale. 

Last Seen in Pavis: The Garden of the Patriarch is scene-setting and recruitment. Preparation for the Trip to Pavis is various ways of preparing for the trip. Arrival in Pavis is a roleplaying session. Challenging the Moon is a ritualised combat. An Evening With Sor-Eel is roleplaying and investigation. The Scribes Office is a breaking and entering investigation. Questioning Sergeant Yorga is roleplaying. Bad Blood at Gimpy's is roleplaying and information-gathering. Questioning Loyalties is a roleplaying session. Into the Rubble and Up the Hill is a combat scene. The Bloody End is a combat finale scene. The Lunar Way is a roleplaying and Opposed Contest scene. 

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2 hours ago, Steve said:

General conversion stuff for HQG to RGQ is of course universal, and this is great stuff about the Sartar Rising books. But am I missing something, or was the OP not asking about D101's Gloranthan Adventures 1, rather than about the Sartar Rising books? Just trying to see if anyone has actually run those in RQ, although I'm in danger of coming over like a pedantic idiot.

You got that right, @Steve! @Newt Newport's Glorantha Aventures: New Beginnings, Issue 1 (2001) is indeed a scenario for HQ:CR (2009) & as we all know & as Newt repeats on p. 7: NPCs do not have any stats in HQ2 (HQ:CR/ HQ:G)!

But the indomitable @soltakss also has an answer for this one!

Edited by Christoph Kohring

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2 hours ago, soltakss said:

Not a pedantic idiot at all.

Looks as though I answered the wrong question.

I was not going to say a word, hell we get twice the soltakss goodness for the same price... FREE. Yay!

We like the fact that yer old grandpa, tell us the story about how Eurmal got the coyote to chase its own tail. again... Ah, c’mon grandpa....

2 hours ago, Christoph Kohring said:

You got that right, @Steve! @Newt Newport's Glorantha Aventures: New Beginnings, Issue 1 (2001) is indeed a scenario for HQ:CR (2009) & as we all know & as Newt repeats on p. 7: NPCs do not have any stats in HQ2 (HQ:CR/ HQ:G)!

But the indomitable @soltakss also has an answer for this one!

On second thought gramps, forget about the dumb coyote and his dumb tail, tell of how the abominable  soltakss answered the riddle and beat the dragon of wrongly answered questions... PLEASE!

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Even things already statted up for RQ can be considered merely guidelines.  Almost everything ever written is statted up to be somewhat balanced vs starting characters.  Knowing the strengths of a party, every statted up NPC is easily adjusted to your needs.

Therefore, I think it has no meaning the words "convert HQ to RQ".  You see they have a Lunar garrison.  You want them to be average?  4 pts armor or 7?  Skill levels on the fly.  standard lunar magic.  Etc., Etc. Etc.

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On 9/12/2019 at 5:00 PM, richievh said:

So, I have finally convinced my group to try RQ:G (or Runequest 7) for a short campaign and am thinking about stealing some ideas from Heroquest's Gloranthan Adventures #1. I was wondering if anyone has managed to run either of the four adventures using Runequest and how much of a chore converting things would be. I mean, perusing the Bestiary, I have seen Skeletons, Zombies, a Vampire, Broo and other critters that fit the adventures' plots. Do you think this could work?

Also, do you have any ideas for the Vampiric Thralls in the second adventure?

My gut feeling on this one is to adapt and  wing it - as so many fine folk on this thread have pointed out.

However as the orginal author and as someone who is still getting his head round the intricriaces of RQ:G, I feel a session with open rulebooks and a notebook coming on one evening this week ;)  I'll let you know how it goes :)

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