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#34929 From: "Roderick and Ellen Robertson" <rjremr@...>
Date: Sat Mar 6, 2010 11:38 pm
Subject: Rule One Magazine Issue 4 needs articles
rjremr1
Send Email Send Email
 
and so do issues 5 and on...

The issue 4deadline is coming up on April 21st, so if you have a Gloranthan
article lying around looking for an opportunity to be published, drop me a
line: rjremr@...

If you would like to take a look at previous issues  drop on over to
http://ruleonemagazine.com/ and click on the "Archives" button.

RR
He was born with the gift of laughter and the sense that the world was mad
R. Sabatini, Scaramouche

#34930 From: Fabian Kuechler <fabian@...>
Date: Sun Mar 7, 2010 12:03 am
Subject: THE KRAKEN cometh!
f230775
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Dear Steadfast Tentacles Allies,

we would like to invite you to our next gaming event:

THE KRAKEN
A Gaming Vacation
August 4-9, 2010
Schloss Neuhausen, Germany
www.the-kraken.de (Coming soon!)
Twitter:_THE_KRAKEN_


What is THE KRAKEN?

THE KRAKEN is a baroque gathering of international gamers and game
creators to play and create fine quality games. Taking place at Schloss
Neuhausen, a Prussian Château, in the middle of summer it is primed to
become the icon of a new generation of gaming events. Combining high
comfort, fine food, German beer, a picturesque venue and the best in
gaming THE KRAKEN will be a true gaming vacation.

THE KRAKEN is the official successor to the Tentacles Convention. It
honors the tradition of supporting the classic games of Chaosium, Inc.,
Issaries, Inc. and their offspring by Moon Design, Mongoose, Pegasus
Spiele and Éditions Sans Détour but will be open to all kinds of quality
games. THE KRAKEN is also the heir to the crazy, fun and innovative
spirit of Tentacles.

THE KRAKEN is a non-profit event.


What is a Gaming Vacation?

THE KRAKEN is a week of fun spent at a wonderful Château in former
Prussia, Germany. Great food, comfortable rooms, stunning gaming events
and a picturesque venue make THE KRAKEN an event worth saving up a week
of holidays for. It is the grown-up version of a RPG Convention for
grown-up gamers and their friends and family. THE KRAKEN combines
comfortable accommodation at a stunning location with enough time for
both games and spending a great time with friends.


THE KRAKEN?

THE KRAKEN is what eventually surfaces after all Tentacles. It is
bigger, more badass and cooler then all Tentacles combined. It is what
Tentacles meant to become.


Who is behind THE KRAKEN?

THE KRAKEN is brought to you by the team that created the Tentacles
Convention. THE KRAKEN is an event organized by the
RuneQuest-Gesellschaft e.V., Germany.


Why THE KRAKEN?

We, the Tentacles team, always felt we were creating the convention that
we like to attend. We were truly gratified that so many other people
liked what we created. Now we are older, have jobs and families. THE
KRAKEN is the kind of event we would like to attend nowadays. We hope
you feel the same way.


Who will be at THE KRAKEN?

THE KRAKEN will host Greg Stafford, Sandy Petersen and most likely
Charlie Krank. The Tentacles team and their most dedicated friends and
followers will also attend THE KRAKEN.


Stunning Gaming Events?*

THE KRAKEN will host Sandy Petersen's 'Space Station Zanzibar 3: The
Final Countdown' and other fresh FreeForm games! Participate in the
creation of the 'Great Argrath Campaign' and write official Gloranthan
history with Greg Stafford (Warning: Illumination possible!), 'Build a
Miniature Game' with Grégory Privat, triumph at the 'German Boardgame
Day', freak and chill at the 'Movie Nights' with the best of Sandy
Petersen's DVD Collection, feast at Chaosium Style BBQs, play RPG games
galore and much much more...*

*Events and their names are still subject to change.


How do I book THE KRAKEN?

For sign-up information please write to: fabian@...


How to get to THE KRAKEN

THE KRAKEN takes place at Schloss Neuhausen, Germany. It is located
about 1 ½ hours of driving from Berlin and Hamburg. A detailed
description on how to get there will follow soon. We also plan to
provide a shuttle bus service for international attendees flying in to
Berlin or Hamburg.


Fabian

--

THE KRAKEN
A Gaming Vacation
August 4-9, 2010
Schloss Neuhausen, Germany

#34931 From: "aysezz" <Aysez@...>
Date: Mon Mar 8, 2010 10:58 pm
Subject: A cuple of rules questions
aysezz
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Hello all, I have a couple of rules questions for the new version of Heroquest,
specifically as it relates to Glorantha. First, are you limited to only having 3
Runes for a character, and if not how do you get new ones (outside of certain
initiations to Orlanth that grant the Mastery Rune.) Second, how would one model
Mysticism and Dragonism in Heroquest?

#34932 From: David Dunham <david@...>
Date: Tue Mar 9, 2010 2:38 am
Subject: Re: A cuple of rules questions
alakoring
Send Email Send Email
 
On 8 Mar 2010, at 14:58, aysezz wrote:

>  are you limited to only having 3 Runes for a character, and if not how do you
get new ones (outside of certain initiations to Orlanth that grant the Mastery
Rune.)


IMO you can have as many as you want, after all who has enough hero points to
raise these keywords? It's a self-limiting problem.

We know that adulthood initiation rites awaken three runes. The sidebar on p.72
of Sartar talks about two ways to get new ones (heroquesting and initiation).
Presumably any there are other powerful rituals that could do so as well. Again,
runes impose various constraints, so you can't realistically gain all of them.

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
Imagination is more important than knowledge. -- Albert Einstein

#34933 From: L C <lightcastle@...>
Date: Tue Mar 9, 2010 3:10 am
Subject: Re: A cuple of rules questions
light.castle
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David Dunham wrote:
>
>
> On 8 Mar 2010, at 14:58, aysezz wrote:
>
> > are you limited to only having 3 Runes for a character, and if not
> how do you get new ones (outside of certain initiations to Orlanth
> that grant the Mastery Rune.)
>
> IMO you can have as many as you want, after all who has enough hero
> points to raise these keywords? It's a self-limiting problem.
>

I agree with this.

>
> We know that adulthood initiation rites awaken three runes. The
> sidebar on p.72 of Sartar talks about two ways to get new ones
> (heroquesting and initiation). Presumably any there are other powerful
> rituals that could do so as well. Again, runes impose various
> constraints, so you can't realistically gain all of them.
>
Exactly. I view the "rituals to awaken the mastery rune" as the Orlanthi
having figured this out because it was important. It is the most common
"I need to add a rune" ritual, due to the need for mastery magic for
leadership rituals and the fact the basic awakening only opens up three
and you might not have it.  I am sure there are others, but they are
probably cult secrets and uncommon. I personally believe the Humakt cult
has ways to awaken the Death rune in people if necessary.  I am sure
others exist.  Heroquests, as mentioned, can definitely do it, and in
many ways rituals are just very well-trodden heroquests.

  >Second, how would one model Mysticism and Dragonism in Heroquest?

Depends what you want to do with them. You can model any ability in
Heroquest by saying "Mysticism 17" and then judging if it makes sense.
(It's how I am likely to do magic in Glorantha if I ever play there
again.)   So really it is a question of what you think Mysticism or
Dragonism can do and then using that as your credibility test.

I joined Glorantha after HQ, so there have never been rules already in
place for those things and I don't have a good feel for what they are
supposed to look like. But assuming they have "paths" then decide what
kind of powers come from a path and say "I can do that."

LC

#34934 From: "Graham, Andrew" <agraham@...>
Date: Tue Mar 9, 2010 8:04 am
Subject: RE: A cuple of rules questions
agraham2410
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> Exactly. I view the "rituals to awaken the mastery rune" as
> the Orlanthi having figured this out because it was
> important. It is the most common "I need to add a rune"
> ritual, due to the need for mastery magic for leadership
> rituals and the fact the basic awakening only opens up three
> and you might not have it. I am sure there are others, but
> they are probably cult secrets and uncommon.

It is implied that relife sickness [Resurrection] can either awaken the
Life rune or the Death rune as a common side effect.

Andy

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#34935 From: "Matthew Cole" <matthew.cole@...>
Date: Tue Mar 9, 2010 1:46 pm
Subject: RE: A cuple of rules questions
morkhelek2000
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Powerful rituals to gain other runes might include the ones to gain the
Chaos rune.

Bagog - Ritual of Rebirth
Primal Chaos - Chaos Feature
Thed - Rebirth of Chaos

Not really a rules-post but relevant to the question, I think.

-----Original Message-----
From: HeroQuest-RPG@yahoogroups.com [mailto:HeroQuest-RPG@yahoogroups.com]
On Behalf Of David Dunham
Sent: 09 March 2010 02:38
To: HeroQuest-RPG@yahoogroups.com
Subject: Re: [HeroQuest-RPG] A cuple of rules questions

On 8 Mar 2010, at 14:58, aysezz wrote:

>  are you limited to only having 3 Runes for a character, and if not how do
you get new ones (outside of certain initiations to Orlanth that grant the
Mastery Rune.)


IMO you can have as many as you want, after all who has enough hero points
to raise these keywords? It's a self-limiting problem.

We know that adulthood initiation rites awaken three runes. The sidebar on
p.72 of Sartar talks about two ways to get new ones (heroquesting and
initiation). Presumably any there are other powerful rituals that could do
so as well. Again, runes impose various constraints, so you can't
realistically gain all of them.

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
Imagination is more important than knowledge. -- Albert Einstein



------------------------------------

Yahoo! Groups Links

#34936 From: L C <lightcastle@...>
Date: Wed Mar 10, 2010 12:21 am
Subject: Re: A cuple of rules questions
light.castle
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Graham, Andrew wrote:
>
>
>
> It is implied that relife sickness [Resurrection] can either awaken the
> Life rune or the Death rune as a common side effect.
>
I would buy that in a heartbeat, it makes perfect sense to me.

I would think the only ones I'd be really surprised to find would be
ones that change elemental runes. Since they are: 1 - mutually exclusive
in the Orlanthi conception and 2 - heavily tied to gender and the core
God and Goddess of the culture, I just don't see the Orlanthi having
that sort of ritual. Other people might, of course. Just about any other
"add this rune" I can probably come up with someone in Orlanthi culture
who is likely to have access to it in some way.

I made an NPC for the Rule One contest who had a Troll heroquest she was
sucked into change her earth rune to a darkness one, and these kinds of
side effects are probably not too rare if you get into some of the
riskier quests.

LC

#34937 From: David Dunham <david@...>
Date: Wed Mar 10, 2010 12:55 am
Subject: Re: A cuple of rules questions
alakoring
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On 9 Mar 2010, at 16:21, L C wrote:

> I would think the only ones I'd be really surprised to find would be
> ones that change elemental runes.

> I made an NPC for the Rule One contest who had a Troll heroquest she was
> sucked into change her earth rune to a darkness one, and these kinds of
> side effects are probably not too rare if you get into some of the
> riskier quests.


The "Become a Troll" ritual (described in Trollpak and I think later works)
probably does change a rune to, rather than add, the Darkness rune.

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
Imagination is more important than knowledge. -- Albert Einstein

#34938 From: L C <lightcastle@...>
Date: Wed Mar 10, 2010 1:16 am
Subject: Re: A cuple of rules questions
light.castle
Send Email Send Email
 
good example, although I don't think of that as an Orlanthi ritual. ^_^

But yes, part of what I was thinking with that background was that she
unintentionally went part of the way down that road. Obviously, she did
not become a troll, but she did end up with the runic affinity switch.
(And this was a PC before it was an NPC, but these rules weren't in
place back with HQ1. the HQ2 Orlanthi magic rules and the runic aspect
therein made it an obvious choice.)

David Dunham wrote:
>
>
>
> The "Become a Troll" ritual (described in Trollpak and I think later
> works) probably does change a rune to, rather than add, the Darkness rune.
>

#34939 From: "Continuum" <Continuum2008@...>
Date: Tue Mar 16, 2010 4:10 pm
Subject: Continuum 2010: Game Highlights
continuum2008
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Continuum 2010
John Foster Hall, Leicester University. UK.
Friday 2nd - Monday 5th July 2010.
http://www.continuum.uk.net

I'll try not to spam this list too often about Continuum but I'll post this
update just to keep you informed.
Just a reminder that the 'Early-Bird' price ends on 1st April 2010.
For chat about Continuum go to The Tavern at:
http://gamingtavern.eu/tav/viewforum.php?f=47
For the Facebook pages go to:
http://www.facebook.com/group.php?gid=5764824748&ref=ts
or
http://www.facebook.com/event.php?eid=94299599526&index=1



Here are some of the games already planned for this year's convention. If your
game isn't listed here then contact Mike at bingopajamas@... with your
game details!

You'll be able to sign up for these games and lot of others at the convention –
they'll be game signup sheets in the main hallway (outside the dining room).

If you've not already booked your ticket and accommodation for Continuum 2010
then go to http://www.continuum.uk.net and get yourself sorted before it's too
late!

Mongoose Living Campaigns!
Continuum is proud to announce the launch of Mongoose Publishing's 'Living
Glorantha' campaign at this year's convention. Continuum 2010 will see the
launch of Living Glorantha and the continuation of Living Traveller (debuted at
Conception 2010). Allowing you bring specially created characters from scenario
to scenario, event to event, Living Campaigns aim to emulate the massive online
experiences but conducted with the intimacies of the table top. Both Living
Traveller and Living Glorantha are intended to be growing, developing, living
events in which characters take part in the epic events of the Third Imperium
and Glorantha's Imperial Age. These are games for heroes and heroes in the
making - saviours of their worlds, or possibly their destroyers.

Join us at Continuum for the birth of a new and dynamic development of immortal
Glorantha!

A whole sack o' Cthulhu! Heaving and squirming like a squamous thing!
Ex Kult of Keepers Rik Kershaw-Moore, Wim van Hove, Keary Birch and Paul Fricker
will be orchestrating horror and madness throughout the convention.

Wim van Hove will be running some classic Kult scenarios, and on Saturday night
Wim and Rik will be joining forces to run a special version of Milan Conference
for 8 players. This scenario has been proven to give players nightmares – you
have been warned!

Rik Kershaw-Moore will also be running come Call of Cthulhu games single-handed,
as well as the Ghostbusters RPG (Sandy Petersen's `other' game!) and the uber
cool sci-fi pulp that is Spaceship Zero the RPG.

Keary Birch will be bringing his usual chills and spills with a brand new Call
of Cthulhu scenario titled – Camp Sunny 2: The Return! Be afraid, be very
afraid….

Paul Fricker… well lets just say that Paul will be running an original new
scenario using a very special version of the Call of Cthulhu rules (oh, and
someone called Mike may be doing the same…)

The Dice are NOT your friends…
Cruel Dice is a brand new rpg system that's been designed by the creative
powerhouse that is Alan Bligh and John French, the lead writers of Warhammer
40KRPG: Dark Heresy, Rogue Trader and the soon to released Deathwatch. When not
writing about corruption, chaos and Space Marines, Alan and John have been
tinkering with Cruel Dice. Be amongst the first to try out the system with two
very different scenarios.

Dino-Geddon II: More Awesome! More Destruction! More Action!
Can you handle the raw power of Dino-Geddon? Can you? This year convention
attendees are invited to bring their own remote controlled (dinosaur operated)
car to face off against the conventions own machines of death. Only the strong
survive.

Plus we have a load of other great tabletop rpg action, miniature gaming and
live action/freeform gaming – details on all these and more to follow soon!

__________________
Cheers,
Darran
-----------------------------
Con-Quest Midlands 2010. Derby Assembly Rooms, Derby, UK.
Saturday 10th April 2010.
http://www.con-quest.co.uk

Continuum 2010. John Foster Hall, Leicester University. UK.
Friday 2nd - Monday 5th July 2010.
http://www.continuum.uk.net
---------------------------------------------
'A lack of planning on your part does not constitute an Emergency on my
part'-http://darransims.livejournal.com/

#34940 From: David Dunham <david@...>
Date: Wed Mar 17, 2010 6:05 am
Subject: HQ/HW Cover Art and King of Dragon Pass Art
alakoring
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A selection of original artwork is now available at http://daviddunham.etsy.com
-- these are what was scanned to create covers for Storm Tribe, Barbarian
Adventures, and Imperial Lunar Handbook, and interactive scenes in the King of
Dragon Pass computer game. I'll be adding more artwork when I get time.

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
Imagination is more important than knowledge. -- Albert Einstein

#34941 From: Newt Newport <mrnewt@...>
Date: Wed Mar 17, 2010 11:11 am
Subject: Join the Lords of the North West!
newt_newport
Send Email Send Email
 
Hi

I'm currently running a short HeroQuest 2 campaign set in the Malkioni lands
of Loskalm, a land of knights adventurous and noble wizardry, and I'm
looking for new players to join our existing group of two players + myself.
We're a laid back and relaxed group, were Story telling takes precedence
over 'roll-playing'.  Beginners to both HQ2 and Glorantha very much welcome.


The game runs Sunday 1pm -5pm in Royton, Oldham, Gr Manchester.

We aim to play every  week but since we're all late 20s - 30s and have
jobs/families sometimes real life takes precedence.

If you are interested in joining us please contact me off list at
mrnewt@...

--
Regards

;O)Newt

D101 Games: http://www.d101games.co.uk

OpenQuest, D100 gaming made easy, is here!
http://d101games.co.uk/openquest

Hearts in Glorantha Issue 3 now available
http://stores.lulu.com/d101games

Come visit the Savage North, soon
http://d101games.co.uk/the-savage-north/


[Non-text portions of this message have been removed]

#34942 From: "Jeff" <richaje@...>
Date: Thu Mar 18, 2010 8:47 am
Subject: Heroquest a Eternal Con
jeffrichard68
Send Email Send Email
 
For those going to Eternal Con in late May (btw there are still vacancies last I
checked with Pittel), there should be enough Gloranthan content to make your
your heart content.

VORIOF BRINGS THE CLOUDS
Neil Robinson
An introductory HeroQuest adventure for players and GMs new to Glorantha. A
drought is affecting the entire Nymie vale, and the only way to remove it is to
have a magical ritual to invoke the wayward Orlanth. Each clan has to donate
seven sheep, take them across the Swan River to Voriof's Hidden Meadow to feed
for two days on the blessed clover, and then deliver them to Clearwine just
before the ceremony arrives.

BRINGING THE DAWN
Jeff Richard
Your clan has survived the Darkness and prospered with the new Dawn and the
return of Orlanth and Ernalda. So much so that your clan needs to find new land
in the wilderness where the Dawn has not yet come. Work with your Unity Council
allies to find new lands and bring the Dawn to the lands beyond Dragon Pass.

Moon Design will also be hosting a Glorantha seminar about the Orlanthi, Prax,
Pavis, Tarsh, Esrolia, and Lunar Magic. And anything else that pops in our head.

Jeff

#34943 From: chris jensen romer <chrisjensenromer@...>
Date: Thu Mar 18, 2010 3:00 pm
Subject: Conquest, Derby, UK, April 10th
chrisjensenr...
Send Email Send Email
 
Just noticed this con, which I will be attending at the Assembly Rooms Derby. I
would love to run some Heroquest 2.0 there, and will polish something up if
there is room for a late game, or a delegate organised game? Still, anyone else
thinking of attending?

CJ's uneventful life is now blogged: http://jerome23.wordpress.com/


_________________________________________________________________
Do you have a story that started on Hotmail? Tell us now
http://clk.atdmt.com/UKM/go/195013117/direct/01/

[Non-text portions of this message have been removed]

#34944 From: "Jeff" <richaje@...>
Date: Wed Mar 17, 2010 6:16 pm
Subject: Eternal Con and HQ
jeffrichard68
Send Email Send Email
 
Hey gang -

For those going to Eternal Con in late May (btw there are still vacancies last I
checked with Pittel), there should be enough HQ content to make your your heart
content. Here's just a preview:

VORIOF BRINGS THE CLOUDS
Neil Robinson
An introductory HeroQuest adventure for players and GMs new to Glorantha. A
drought is affecting the entire Nymie vale, and the only way to remove it is to
have a magical ritual to invoke the wayward Orlanth. Each clan has to donate
seven sheep, take them across the Swan River to Voriof's Hidden Meadow  to feed
for two days on the blessed clover, and then deliver them to Clearwine just
before the ceremony arrives.

BRINGING THE DAWN
Jeff Richard
Your clan has survived the Darkness and prospered with the new Dawn and the
return of Orlanth and Ernalda. So much so that your clan needs to find new land
in the wilderness where the Dawn has not yet come. Work with your Unity Council
allies to find new lands and bring the Dawn to the lands beyond Dragon Pass.

I will also be hosting a Glorantha HQ seminar about the Orlanthi, Prax, Pavis,
Tarsh, Esrolia, and Lunar Magic. And anything else that pops in my head.

So sign up now!!! www.eternal-con.de

Jeff

#34945 From: Continuum 2008 <Continuum2008@...>
Date: Fri Mar 19, 2010 7:04 pm
Subject: Continuum 2010 Promotional Video
continuum2008
Send Email Send Email
 
Here is the promotional video for Continuum
2010<http://www.continuum.uk.net/> that
takes place on Friday 2nd to Monday 5th July 2010 at John Foster Hall,
University of Leicester Halls of Residence, Leicester, UK.


[image: Image] <http://www.youtube.com/watch?v=grqRN-ERzrE>


http://www.youtube.com/watch?v=grqRN-ERzrE


Please remember that the 'Early-Bird' price break ends on 1st April 2010!
Official announcement about the Freeform/LARP games follows next week!


--
Cheers,
DARRAN SIMS
-------------------------------
Go to Continuum! NOW!!!
http://www.continuum.uk.net
For the Yahoo Group goto:
continuum2010-subscribe@yahoogroups.com


[Non-text portions of this message have been removed]

#34946 From: "Continuum" <Continuum2008@...>
Date: Fri Mar 19, 2010 8:45 pm
Subject: Re: Conquest, Derby, UK, April 10th
continuum2008
Send Email Send Email
 
I will be there but I'll be too busy running the convention to run a game of
HeroQuest. A first for me as I usually run games at cons.

If you email  the gaming hotline address (evilgaz@...) then we can
put up your game on the website plus you will be allocated at table and a GM
pass.


chris jensen romer wrote:
> Just noticed this con, which I will be attending at the Assembly Rooms Derby.
I would love to run some Heroquest 2.0 there, and will polish something up if
there is room for a late game, or a delegate organised game? Still, anyone else
thinking of attending?
>


__________________
Cheers,
Darran
-----------------------------
Con-Quest Midlands 2010. Derby Assembly Rooms, Derby, UK.
Saturday 10th April 2010.
http://www.con-quest.co.uk

Continuum 2010. John Foster Hall, Leicester University. UK.
Friday 2nd - Monday 5th July 2010.
http://www.continuum.uk.net
---------------------------------------------
'A lack of planning on your part does not constitute an Emergency on my
part'-http://darransims.livejournal.com/

#34947 From: chris jensen romer <chrisjensenromer@...>
Date: Mon Mar 22, 2010 5:17 pm
Subject: Tentacles and the Kraken!
chrisjensenr...
Send Email Send Email
 
Just an interview I did with Fabian Kuechler - thought might be of interest,
though only peripherally related I guess :( Hope not spam!

http://jerome23.wordpress.com/2010/03/21/the-kraken-wakes-an-interview-with-fabi\
an-kuechler/

CJ's uneventful life is now blogged: http://jerome23.wordpress.com/


_________________________________________________________________
We want to hear all your funny, exciting and crazy Hotmail stories. Tell us now
http://clk.atdmt.com/UKM/go/195013117/direct/01/

[Non-text portions of this message have been removed]

#34948 From: "rlbeaver" <rlbeaver@...>
Date: Mon Mar 29, 2010 11:47 pm
Subject: Question about play
rlbeaver
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I'm having trouble visualizing how HQ actually works during a gaming session.  I
recognize it's classified as a "narrative" style game, and I understand the
rules (mostly.)  The Actual Play sessions I've read did not clear it up for me.
Is the game play more like

"GM describes the scene, there's negotiation between the GM and players, roll
dice, players describe what happens if success, GM describes what happens if
failure?  Move on to the next important scene. "

Or

"GM describes the scene, assumes the persona of the NPC, monster, etc.   Players
assume the persona of their characters.   Interact until a task/conflict
resolution is required.  Negotiation between GM and players, roll dice, GM
describes results.  Move on to the next important scene."

or something else entirely?

I guess I'd like to see how it contrast/compares to "traditional" RPGs in actual
play.

#34949 From: David Dunham <david@...>
Date: Wed Mar 31, 2010 2:41 am
Subject: Re: Question about play
alakoring
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On 29 Mar 2010, at 16:47, rlbeaver wrote:

> I'm having trouble visualizing how HQ actually works during a gaming session. 
I recognize it's classified as a "narrative" style game, and I understand the
rules (mostly.)  The Actual Play sessions I've read did not clear it up for me.
Is the game play more like
>
> "GM describes the scene, there's negotiation between the GM and players, roll
dice, players describe what happens if success, GM describes what happens if
failure?  Move on to the next important scene. "
>
> Or
>
> "GM describes the scene, assumes the persona of the NPC, monster, etc.  
Players assume the persona of their characters.   Interact until a task/conflict
resolution is required.  Negotiation between GM and players, roll dice, GM
describes results.  Move on to the next important scene."
>
> or something else entirely?

In our games it's kind of #2, but not so hard and fast. The negotiation happens
in describing results, often. (And, these don't seem all that different really.)

> I guess I'd like to see how it contrast/compares to "traditional" RPGs in
actual play.


I never saw it as all that different in terms of play.

You don't get "I hit him in the (rolls) 19 -- the head" results. But it's an RPG
-- you use dice to resolve what happens when there's doubt (and it's
dramatically interesting).

The difference is more in the approach -- think of tasks as dramatic moments,
rather than physics simulations.

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
Imagination is more important than knowledge. -- Albert Einstein

#34950 From: "Prince B" <chrphrgrv@...>
Date: Wed Mar 31, 2010 8:27 am
Subject: PBEM MRQ 3rd Age Glorantha- come join our active game! Near Alda-Chur crca 1541
chrphrgrv
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Hello All, We are taking on one or two players again.  Heroquest players fit in
well with our style of play.

We want to let you know that our MRQ PBEM 3rd Age Glorantha Campaign running on
google groups is going strong after 6 months. We a currently fighting a battle
in Snakepipe Hollow in the hopes of bringing back chattels that will save our
settlement from persecution at the hands of the Alda-Churi.

We have developed a very comprehensive and deep background together as a group.
The campaign is run in two separate groups. One is a standard game utilizing
younger members of our settlement around 16 years old and just about to become
initiates if they survive this battle.
The other game is about the children of the settlement. Both groups have several
active players but we are looking for one or two active pbemers.

Shamanism and Theism as well as an unusual brand of mysticism play a large role.
Our game is a hybrid of almost every version of RQ including MRQ2. 90% of the
mechanics happen behind the scenes anyway, so even if you are an HQ player you
will feel right at home. Just play your character. In particular we have worked
to expand the role of Ernaldi players to make them more viable and dynamic
without having to resort to either Vinga or one of the Gors.

The group is at:

http://groups.google.com/group/Alda-Chur?pli=1

Drop me a line about your interest and join the group.

Most of our information is in a Wiki open to just the players but basic info and
the game threads are available at the group for lurkers.

You can reach me at:

chrphrgrv@...

Best,

Chris Graves

#34951 From: "orlanthumathi" <anti.spam@...>
Date: Fri Apr 2, 2010 12:36 pm
Subject: Re: Question about play
orlanthumathi
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I see nothing in the rules to suggest narration passes to the player after a
successful roll, so option one seems to be a departure from the rules.

Option two doesn't quite work for me either though. HQ uses a "fortune in the
middle" system for conflict resolution. So things are not decided by the dice
roll but afterwards. For HQ this means that once the conflict has been framed
such that everyone knows WHAT is being decided the dice are rolled and then the
player gets to decide if the level of victory is acceptable or if he wants to
sway it in his favour with hero points, only once this has been resolved does
the GM then narrate the consequences.

Group discussion over framing of the conflict or the final narration is outside
of the rules as written, but usually happens in most groups to some extent or
other. But, note that the rules leave the authority over the framing and the
narration with the GM/Narrator.

Jamie


--- In HeroQuest-RPG@yahoogroups.com, "rlbeaver" <rlbeaver@...> wrote:
> "GM describes the scene, there's negotiation between the GM and players, roll
dice, players describe what happens if success, GM describes what happens if
failure?  Move on to the next important scene. "
>
> Or
>
> "GM describes the scene, assumes the persona of the NPC, monster, etc.  
Players assume the persona of their characters.   Interact until a task/conflict
resolution is required.  Negotiation between GM and players, roll dice, GM
describes results.  Move on to the next important scene."

#34952 From: "Roderick and Ellen Robertson" <rjremr@...>
Date: Fri Apr 2, 2010 7:00 pm
Subject: Rule One Magazine Issue 4 needs articles
rjremr1
Send Email Send Email
 
My monthly request...

The issue 4 deadline is coming up on April 21st, so if you have a Gloranthan
article lying around looking for an opportunity to be published, drop me a
line: rjremr@...

If you would like to take a look at previous issues  drop on over to
http://ruleonemagazine.com/ and click on the "Archives" button.

We also have a contest coming up in a week - I'll explain more then.

RR
He was born with the gift of laughter and the sense that the world was mad
R. Sabatini, Scaramouche

#34953 From: Stuart Laird <bugbear@...>
Date: Wed Apr 7, 2010 10:40 pm
Subject: Re: Question about play
rune_emporios
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In the game I run, Mostly #2, sometimes #1 if the player has a
particularly inspired vision of what they want to happen.  My players
are experienced with the systems and have a good understanding of the
levels of success so they are able to match those with the description.
I also have a very mature group.

How does play vary in contrast to "traditional" RPG's.  IMHO HQ is
pretty much a Co-operative effort of narrative, where as "traditional"
RPG's are often a bit more Adversarial between GM and Players, Players
often trying the "beat" the GM.

On 30/03/2010 10:47 AM, rlbeaver wrote:
>
> I'm having trouble visualizing how HQ actually works during a gaming
> session. I recognize it's classified as a "narrative" style game, and
> I understand the rules (mostly.) The Actual Play sessions I've read
> did not clear it up for me. Is the game play more like
>
> "GM describes the scene, there's negotiation between the GM and
> players, roll dice, players describe what happens if success, GM
> describes what happens if failure? Move on to the next important scene. "
>
> Or
>
> "GM describes the scene, assumes the persona of the NPC, monster, etc.
> Players assume the persona of their characters. Interact until a
> task/conflict resolution is required. Negotiation between GM and
> players, roll dice, GM describes results. Move on to the next
> important scene."
>
> or something else entirely?
>
> I guess I'd like to see how it contrast/compares to "traditional" RPGs
> in actual play.
>
>


[Non-text portions of this message have been removed]

#34954 From: Matthew Cole <matthew.cole@...>
Date: Thu Apr 8, 2010 7:55 am
Subject: RE: Question about play
morkhelek2000
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We do it like Stuart's group.

I suspect that, at the start, you'll have to lead by example (narrating each
outcome yourself) but I recommend you encourage your players to have a go at
narration of both victorious and defeated outcomes.

We find it particularly useful to give players narration responsibility for
their own defeats. I recommend encouraging them towards enthusiasm for this.

The main reason for my recommendations is that this gives players ownership of
the most important part of the game. It also gets the group into a cooperative
mode (distinct from Stuart's observation of "adversarial", traditional gaming).
Particularly with defeats, it can show that failure can be fun

#34955 From: Matthew Cole <matthew.cole@...>
Date: Thu Apr 8, 2010 7:58 am
Subject: RE: Question about play
morkhelek2000
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We do it like Stuart's group.

I suspect that, at the start, you'll have to lead by example (narrating each
outcome yourself) but I recommend you encourage your players to have a go at
narration of both victorious and defeated outcomes.

We find it particularly useful to give players narration responsibility for
their own defeats. I recommend encouraging them towards enthusiasm for this.

The main reason for my recommendations is that this gives players ownership of
the most important part of the game. It also gets the group into a cooperative
mode (distinct from Stuart's observation of "adversarial", traditional gaming).
Particularly with defeats, it can show that failure can be fun

#34956 From: "orlanthumathi" <anti.spam@...>
Date: Sat Apr 10, 2010 11:01 am
Subject: Re: Question about play
orlanthumathi
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It is possible that the initial confusion about how the game is supposed to play
is based on the difference between the game text and the differing styles
espoused here and elsewhere.

I would be cautious when suggesting that passing narration rights to the players
is a good thing for HQ2.

There are no specific rules that help HQ2 players to operate with shared
narration or shared scene framing and much of the GM advice in the book is
incompatible with such an open approach to narration authority.

Games that work well with shared narration such as Zombie Cinema, have built in
authority rules and clear cut role divisions. They have been designed with
shared narration in mind. (Indeed ZC is designed to teach the concept of shared
scene framing and as such isn't quite a full game so much as a fun skill honing
exercise.)

See also the designer of this game's own thoughts on 'the pitfalls of narrative
technique in rpg play' here:
http://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-r\
pg-play/

As soon as you transplant techniques into games with different design aims you
are wandering off of the map (or as some games designers like to say
"invalidating the warranty"). I like to do this, but it can be full of potential
confusion and may result in unsatisfying play if the people at the table have
differing understandings of the changes. For an obvious example, you can no
longer look up the intent of a rule to solve problems if you have adjusted
things.

This is not to say that a group shouldn't do this so much as to say that when
first playing a game it is probably wise to learn how all of the parts are
supposed to work together before you start tinkering with the clockwork, and
given that rpgs have many emergent qualities this would mean playing the game
for a few sessions.

RPG GMs have traditionally taken bits from all sorts of games and house-ruled
like crazy, but most of the games that served as the raw material for such
home-brews had compatible aims. With the more broad spectrum of RPGs since the
indy scene this is no longer true. You cant just grab the concept of narrational
authority and throw it into a Shadowrun game without a good bit of crowbarring
and explanation.

In my view the core mechanics of HQ are a powerful tool that can be utilised by
many styles of play, but the overall rule set including the copious advice, has
a specific style in mind, and it is probably worth becoming familiar with this
style before adapting it too radically.

Jamie

#34957 From: "rlbeaver" <rlbeaver@...>
Date: Sun Apr 11, 2010 12:47 pm
Subject: Re: Question about play
rlbeaver
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Thanks for all the replies.   I'm not sure where I got the idea that narration
was passed, I may just have read too much into the rules.

I've played in another "narrative" game where the GM's role was more handling
negotiation of the outcome and situation of the players.   It didn't seem like
fun (I enjoy trying to play out NPCs the players encounter (no, not GMPCs, I'm
very cautious about that.)  I was concerned that this was the GM's role in this
system as well.

It doesn't sound like this lends itself to this, but I'll ask anyway...is there
any chance there exists a pre-generated adventure that I could read through to
get a feel for the game?

It's just not clicking for me, but there are parts that sound like I would
really like this system...

#34959 From: "Roderick and Ellen Robertson" <rjremr@...>
Date: Tue Apr 13, 2010 2:51 pm
Subject: Win a copy of History of the Heortling People!
rjremr1
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Greg Stafford, in association with Rule One magazine, is offering a copy of
History of the Heortling People, shipped anywhere in the world, to the first
person to correctly answer the question posted at the bottom his story in issue
3 of Rule One Magazine: Jotarang, A Story of the First-Age.

As this is a "First Response wins" contest, The question will be posted on
Wednesday, April 13, at 8:00 AM Pacific time. I apologize for those people for
whom this is the middle of the night.

The Myth of Jotorang:
http://ruleonemagazine.com/Iss3/Myth_Jotorang.php

The Contest question and rules will be at the bottom of the article.

Greg Stafford,
Roderick Robertson
From such a face and form as mine, the noblest sentiments sound like the black
utterances of a depraved imagination.
--Dick Deadeye

[Non-text portions of this message have been removed]

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