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QuestWorlds SRD


Ian Cooper

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On 12/15/2020 at 8:40 PM, craigm said:

Adding to this: perhaps some guidelines for where you'd want to have a 3, 6, 9, ... M, M2 vs 5, 10, 15, M, M^2…  might help as well. When I compared this against the published rules for HeroQuest I wondered why the bump as so large.

(And I wasn't sure where to put the discussion about it.)

Sure. Maths.

This Any Dice programme is an update of the old HeroQuest one, but the math is not *significantly* different.  One of the things you will be able to see is that in opposed D20 systems 3/6/9 doesn't really move the needle very much. it's about a 6/9/18 % improvement. If we move to 5/10/15 that equates to about a 10/20/30 % improvement.

Given you get one augment for an augment to be meaningful it needs to be 5 or 10. You won't notice the impact of 3.

Skipping the big jump makes it easier both in terms of math, and avoiding the large change in probabilities in one move.

So I would move on from 3/6/9, it was well intentioned, because it recognized the way numbers work in opposed D20, but it was too conservative.

That also means moving numbers back to 10 and 15 to make the same progression of advancement to reach a mastery. It does mean that a -10 penalty means you can't succeed with an ability, you need to try something else, whereas before it required a bigger penalty to do that. But again, that makes penalties more impactful.

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Why the jump to M2? Well, HQ has always had that jump to M2 there. It is useful because it represents the same thing as the old 'complete victory" or "complete defeat". It essentially says: try another way, if you want to defeat that.

Could we just keep going up in 5s? Also Maths. Once you get past +M, it gets into quite marginal differences quite fast

10M vs 10 85% odds of success

15M vs 10 90% chance of success

20M vs 10 97% chance of success

5M2 vs 10 98% chance of success

10M2 vs 10 98% chance of success

So M2 is really the break point for "you can't"

But we will discuss the odds, and if folks want to use the extra increments for a resistance, of course they can

 

Edited by Ian Cooper
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I do understand the “need” for the M2, it is just the hockeystick shape thats jars me a bit, I mean it is not difficult to memorize, but it is another one, and a more natural progression would make that easier.

And as you say the diminishing return in probability is really glaring. 

I have been shopping around for a system to use for a superpower-centric campaign with scalability,  crunch and freeform at the same time and your work on the SRD has really made me root for QuestWorld.

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A question about Augments and the Bump in relation to this clause: "Given you get one augment for an augment ..."

I understand "one Augment" has been the law of the land for some time. But honestly, my sweet spot was back in the Hero Wars days, where a CP could stack as many Augments as he wanted as long as they made emotional and narrative sense. I didn't have any problems with anyone scanning their sheet endlessly for Augments. It was all intuitive and emotionally based.

With that in mind,@Ian Cooper, do you have any thoughts about what would be the proper set of bonuses for augmentation? Or does the whole thing become too elastic for you, without any sense of grounding to work from?

"But Pendragon isn’t intended to be historical, just fun.
So have fun."

-- Greg Stafford

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15 hours ago, creativehum said:

A question about Augments and the Bump in relation to this clause: "Given you get one augment for an augment ..."

I understand "one Augment" has been the law of the land for some time. But honestly, my sweet spot was back in the Hero Wars days, where a CP could stack as many Augments as he wanted as long as they made emotional and narrative sense. I didn't have any problems with anyone scanning their sheet endlessly for Augments. It was all intuitive and emotionally based.

With that in mind,@Ian Cooper, do you have any thoughts about what would be the proper set of bonuses for augmentation? Or does the whole thing become too elastic for you, without any sense of grounding to work from?

I'd say in that case keep the numbers you're already using.

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Thank you for your comment.

Some more context:

I moved along with the game line with each new edition. 

It has been in the last few weeks I’ve begun comparing the different versions of the Hero Wars/Heroquest line that I realize I found the earlier versions easier to run. 

Given that a lot of thought has been put into the SRD I though I’d check with Ian on the matter. 

I would like to run a Glorantha campaign using Six Seasons in Sartar and am deciding which rules system to use (RQG or a version of HW/HQ/QW) and wanted to ask Ian about using multiple Aguments.

"But Pendragon isn’t intended to be historical, just fun.
So have fun."

-- Greg Stafford

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  • 2 weeks later...

@BruceMri You've opened the rtf file in your browser. Rather than open the file, right-click / command-click the link and save the linked file. Alternately just save that browser page making sure it ends in .rtf.

-----

Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/

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13 hours ago, BruceMri said:

It's been long enough since I downloaded from GitHub that I need a reminder, I'm afraid. How can I download an actual RTF file rather than this? Thanks in advance; I know I'll feel foolish when I get the answer.

Ah, line numbers in an editor, I remember those!

Save it and open it in Word, or some other office suite, most allow you to open RTFs.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

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10 hours ago, Archivist said:

News?

Latest version is 0.944 https://github.com/ChaosiumInc/QuestWorlds/blob/master/docs/QuestWorlds.pdf

The last commits were a few typos: https://github.com/ChaosiumInc/QuestWorlds/commits/master

Updates on the Core Book are as usual over at FB: https://www.facebook.com/groups/205528290149281

Ian last updated on 2nd July: Just an update, I'm still plugging away at the examples.

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-----

Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/

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3 hours ago, David Scott said:

It looks fairly stable now. I am using it as the basis for some QuestWorlds material in A New Age, probably coming out in late August or early September.

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Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

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4 hours ago, David Scott said:

Latest version is 0.944 https://github.com/ChaosiumInc/QuestWorlds/blob/master/docs/QuestWorlds.pdf

The last commits were a few typos: https://github.com/ChaosiumInc/QuestWorlds/commits/master

Updates on the Core Book are as usual over at FB: https://www.facebook.com/groups/205528290149281

Ian last updated on 2nd July: Just an update, I'm still plugging away at the examples.

I wasn't aware that updates on the core books were on Facebook, I don't have an account and try to avoid that area of the internet as much as possible. Would it be possible for someone from Chaosium to also post these updates to this forum?

Not asking for anything too fancy, maybe if there was an update thread and the Facebook post could just be C&P'd in that would be great. 

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4 hours ago, soltakss said:

It looks fairly stable now. I am using it as the basis for some QuestWorlds material in A New Age, probably coming out in late August or early September.

I don't know if the system is stable, but I'm having trouble with the disappearance of Heroes points, and the introduction of experience points. I finished my campaign with HQ2 before thinking about using QW.

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13 hours ago, David Scott said:

They are now called story points...

Thanks for the information, but what I regret is their transformation from individual point to collective point.

I find there are enough opportunities for collective action. Individual hero points marked a character's strong investment. Of course, there was an issue with players not spending any points. They end up with a lot of points for improving their abilities.

It may seem unfair. I think it’s unfair!

One solution could be to delete the unused points at the end of the session and keep only the reward points. This is a detail, and to put it simply, on the one hand we can call it hero point and the other point of improvement (or experience).

The important thing is that hero points remain individual.

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On 7/11/2021 at 2:17 PM, glassneedles said:

I wasn't aware that updates on the core books were on Facebook

There is a general QuestWorlds group, and Ian posts from his personal account as Chaosium isn't his day job. Crossposting from Facebook isn't possible, likewise wading through the non-linear way FB orders messages searching for Ian's posts is time consuming. Copying a thread is messy and always needs editing (I've only blanked names):

Spoiler
Just an update, I'm still plugging away at the examples. I may share some samples this weekend.
Why is this such a big focus?
Sometimes I hear folks say of a TTRPG: "I couldn't figure out how to play X until I played it with Y at a con," or "The rules are difficult to understand when you read them, but when you actually play it, it makes sense".…
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    *****
    Perhaps having some of the examples played out on YouTube might be worthwhile?
     
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    *****
    That's really important, specially for a game like QW. Also, some video examples as Guy says would be neat. 
     
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    *****
    Thank you. I like Hero^H^H^H^HQuestWorlds, but I'm still not sure I'm using the systems to their best effect.
     
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    Ian Cooper
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    ***** I'll see what I can do
     
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    *****
    Have you considered crowdsourcing some examples? All the examples in my blog are free to use as is or refined. I bet you could get more from the community.
     
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      Ian Cooper
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      ***** It’s an idea, but as I have consistency in the characters and settings being used in the examples, that might be hard to maintain across multiple authors, or as much work as just writing them 
       
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    *****
    That sounds great. Top-tier examples are powerful tools, but they are seriously hard to make that good.
 
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    But here are the last few, so you are up to date.:

2 July. Just an update, I'm still plugging away at the examples. I may share some samples this weekend. (he didn't)

20 June. Greg Stafford wrote a lot of HeroQuest 1e, and today I’m summoning his energy as I try to power my way through the remaining parts of the QuestWorlds Core Book, it’s successor.

6 June. I've just added an example to QuestWorlds Core Book based, loosely, on this scene from The Black Pirate:

https://youtu.be/wwa2578IxkM

Now Mythbusters have tested this out and proven that you can't do it:

https://en.wikipedia.org/wiki/MythBusters_(2007_season)...

And this is in a sense at the heart of credibility tests and resistance in QuestWorlds. Sure, in the real world it can't be done, but in the swashbuckling genre it can, and the hero makes it look fairly easy.

When we think about resistance in QW it's genre that matters.

 

30 May. I'm not going to have no examples that use combat. (In fact some folks have said understanding how that works is one thing they definitely want to see).
But today I wrote an assured contest example that uses combat. Hoping you will like that concept, showing folks that combat can be treated as 'assured' just like anything else.
 
19 May.  So the proposal for the 'degrees' issue is now here: https://github.com/.../less_degrees/docs/QuestWorlds.pdf

In essence: 
* Uses degrees only in the context of an outcome

* Uses modifier (bonus or penalty) elsewhere or just the value

Not sure it is perfect yet, but better.

---

If you want to contribute, join GitHub.

 
Edited by David Scott
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Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/

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