Thoughts on running Heroquests...

The King said:
One other thing that is potentially interesting to roleplay is when foes perform an heroquest to steal something from your clan (that is where the PCs are in the role of reactors).

Yes, I didn't really cover that at all.

You can be an active participant on a Quest, a passive target of a Quest or an unwilling participant on a Quest. Sometimes the second and third both apply.

If you have what someone else wants, they can HeroQuest against you. Normally they won't because it's easier to follow you down a dark alley and bop you non the head with a club. But, sometimes they have to. Perhaps your clan is strong and won't part with the Black Ram or you have become attached to your Slippers of Desire.

If you have HeroQuested before, it is more likely that people will heroquest against you. You are on their radar, visible and it's easy to target you.

Will you see them coming? Perhaps, perhaps not. Maybe your Wyter will sense a HeroQuest attack against the clan. Maybe you will feel that Barmy Ben is coming for the Slippers of Desire AGAIN. Maybe you'll be alerted by one of the Stations on the Quest. Maybe it will be a complete surprise.

You can also be sucked in to a Quest as an unwilling and unaware participant. These are dangerous quests, no matter what the level, because you haven't had a chance to prepare for the quest and probably don't know the myth. Boy, are you in trouble. Bituran Varosh did this when he met the Yelmalians and was a participant in the Three Strikes of Anger Quest.
 
Sorry about the essay....

Then there are John Hughes style Heroquests (which I do) which are halfway between a Practice Heroquest and a full Heroquest. Basically, instead of going to the Hero Plane it comes to you.

You're prancing about in silly costumes on the village green and suddenly your ritual dragon opponent (your cousins in the dragon costume made out of grain sacks) suddenly starts breathing fire and asking you in spectral tones what the sound of one hand clapping is.

Bit like an acid trip - your definitely here but its all definitely wrong.

I play it so that some of the players are in the Hero World and some are still standing on the village green interacting ritually. To those in the real world their high-as-a-kite friends are still in the middle world just interacting mentally and spiritually in another. Synchronicity takes over to align events in both worlds. Ambiguous is cool IMO.

Heroquests aren't hard to do. Give the players a written sheet with the myth on it so they can refer to it. Every now and then ask someone to make a lore roll and when they fail take it off them again :). Because what they need to do to win is all written in black and white for them, players don't get confused they just try and do it.

Problems and Solutions I Have Encountered:
Q. How do I describe meeting a god? Is he 500 ft tall? Can you have a chat with him? Role playing a god is barmy, no?

A. I introduce proto-Orlanths and pseudo-Humakts to the players. I will say something like:

"You meet a man on a hill top digging. The air is calm but his hair waves violently around. He says, 'I've lost my wife, she's under here somewhere'"

I let the players then work out who he is. Because the players have read the myth they know they are going to meet Orlanth so they'll figure it out and feel chuffed doing so. The man is Orlanth but he is also just a strange man on a hill. It's symbolic - and real. That way you don't have to worry about expressing awesome divinity, etc. You do that as well, I just find you can't really have any real dialogue with a 500 ft avatar of awesomeness.

Q. Transitions between stations. How do I describe going from Orlanth's Stead to the underworld? What actually is in between?

A. There should be directions in the myth. ie, follow someone, ask someone, etc. If it doesn't the players can look to the horizon - the underworld is bound to be that black light radiating from beyond those trees - or look to their theology lore. The GM can then just wing it: "It's in the opposite direction to the sun", etc. Where is the next station? Nearly always just over that hill or around that bend, and poof, without knowing it you are in the desert or wherever.

Q. What if my players take a wrong turn or disobey the myth's instructions?

A. Here's some suggestions:
i) Wing it, make it up, you're a GM you should be used to this!
ii) They kill the troll when they should have healed it, they take his stuff and then head off down the road. Until they meet the troll again in exactly the same position, as if they had walked in circles, waiting to be healed. Don't worry about issues of free will it will freak your players out which is the whole point of being a GM.
iii) Everyone wakes up next to the horse trough with one hell of a hang-over two weeks after they left.
iv) Nobody wakes up, their bits are found in the horse trough.
v) Put them in a different myth if you have one and see if they can improvise their way back.
vi) The players can hear, distantly, everyone on the village green shouting "no don't do it"

Your players may go looking for ancestors or try that door at the back of the hall. Most of the time with a "proper" Heroquest details are quite hazy and only important things can be seen clearly. Sometimes heroquesters will just not be able to differentiate one feasting Orlanthi from another. Maybe they can see that door at the back of the hall. Just make something up - maybe it contains Orlanth's sacred regalia or maybe just a load of junk.
 
i certainly look forward to the character(s) going away from the myth. i can not imagine anything going exactly according to a myth, and working out how something that goes awry actually manifests itself is going to be half the fun.

I'm particularly looking forward to seeing if he makes the connection between acquiring the sandals of darkness and the way in which every creature of darkness that he meets from that point on will dislike him without knowing why, and will attack him first, given a choice.

but that subjectivity is what makes the heroquest such a good campaign tool in my opinion. it is there to advance the characters.

At the expense of normal roleplaying interaction, I still hesitate to depict gods as humans or characters relative to the players - as per "Bruce Almighty". I think I would prefer a more figurative manner, perhaps by portraying a physical scene that characterises the runes of the god(dess) so that the character is immersed in the god. I still have all sorts of pretentious ideas about gods being the collective unconscious of their worshippers rather than 'olympians'.

Of course depicting that over a tabletop will be bit of a challenge...
 
The question of differentiating between a "story" or straight retelling of a myth and a "scenario" - allowing the Players to make meaningful choices for their characters has come up before... Here is a repost of an old Gloranthan Digest(RIP) post looking at how you might go about turning a known myth into an adventure...
I suspect one answer is the way it was recently reported that Greg runs
Heroquests, by changing sufficient details and introducing choices such
that it becomes personal to the players and not just a rote recitation
of known events.

One of Greg's examples I've heard him discuss at Conventions is crossing
the ocean as part of the LBQ. The important thing in terms of the quest
is that you cross the ocean, and in practice this will require help from
someone else. It is not important to the overall quest whether you sail
across on the back of Giant Turtles, in the belly of a whale, fly on the
back of a Giant Albatross, hitch a ride with the Waertagi or buy passage
on a Vadeli merchant ship, although obviously the choice you make will
be important to your particular quest, and will bring its own challenges
and opportunities, and may have consequences to you or your supporters

It is something I've been thinking about for a while, so I'll try and
put something down in writing to provide a starting point for
discussion.

I'll take a well known RW myth as my starting point, so hopefully
everyone will be aware of at least one version of the story.

In this tale, the Hero (whose role will be taken by the questor) takes
the family cow to market, but instead of selling it for a good price he
exchanges it for a bag of "magic beans". These grow into a giant plant
which he is able to climb up, entering a land ruled by a powerful giant.
The hero is able to steal magic treasures sufficient to ensure the
survival of his family, but is discovered. He escapes back down the
beanstalk, followed by the Giant. He takes his axe from his mother and
cuts down the beanstalk, causing the Giant to fall to his death.

So how would we make a Heroquest of this? Break it down into stages
and see how much latitude we can build in to each stage.

Stage 1: Take the cow to market.
If this is a Heortling quest, you may have a choice of cows to
represent the lone cow of the quest. Do you take a young heifer, a
proven milk cow, an old cow reaching the end of her useful life, an
entire bull, or a plough ox. What you get out depends on what you put
in, so the ratings of later challenges might vary depending on what is
chosen, as might the rating of the benefit obtained. (Players should be
encouraged to think that this is the case, even if, in reality nothing
is changed. Someone can turn down the chance to buy the chosen animal
because they are looking for something else. The "old cow" will be the
hardest to sell, but is probably the (mythically) right choice.

Taking the cow to market is always running the risk of attack by
outside forces - Bandits, a rival clan on a cattle raid, Broo.
Obviously loosing the cow at this stage is likely to end the quest
immediately. (The horrific consequences of Broo managing to impregnate
the cow before being driven off is best left to the sadistic GM). You
might be able to rescue the quest if one of the attackers is
killed/captured and turns out to be in possession of the magic beans

Depending on your physical and/or political landscape you might
introduce other "mundane" challenges - a bridge is out or a ford
swollen. The route takes you through another clans tula (maybe it is
their market you are attending?) and you need to go through the greeting
ritual. A lunar patrol is encountered looking for rebels, or escorting
a tax collector who is interested in the ownership and value of the cow.
None of these should prevent the quest continuing...

Once you reach the market (assuming you do - see below) there
may be further requirements. The market might be controlled by Issaries
or Etyries traders who won't let anyone not affiliated to the cult enter
as a trader. Joining either cult is easy, but will obviously have
repercussions later on. Failing to enter the market need not result in
failure of the quest. In some versions of the tale, the cow is sold on
the road - maybe on the way to market, or maybe on the way home again...

Stage 2: Selling the Cow
Obviously the whole success of the quest revolves around selling
the cow for magic beans. The "standard myth" suggests the purchaser will
be an old woman (In a Gloranthan context I'd guess an Earth Priestess)
but there are a number of alternatives which can be offered. The players
must decide whether to accept any particular offer, since there is no
guarantee that the "correct" purchaser will turn up. Assuming that the
GM actually wants to continue the quest#, possibilities include
* An elf offers to trade the cow for an Acorn - This will grow into a
giant Oak, which can be climbed like the beanstalk, but will prove
harder to cut down.
* A Goose-girl offers to trade the cow for a basket of eggs. One of the
eggs will hatch into a giant goose which can carry the questor to the
castle in the clouds. Of course getting down again might prove more
difficult...
* A crazed-looking Shaman offers to trade the cow for a spirit-bag that
he claims contains wealth charms. Amongst the items in there are the
magic beans.
* A Pol-Joni Kahn offers to trade the cow for something to aid the
fertility of the heroes fields. It is a cart of manure. (getting the
cart home after you've sold your cow is your problem!). It will (or
can) have the desired effect, providing you spread it on a field with an
appropriate crop (Jack & the Rhubarb, anyone).
* A Mostali offers to trade the cow for large boulder (again,
transporting it home now you have no cow might prove problematic).
Placed on the ground it starts to sink in, and in the morning a tunnel
is found which descends to a magical kingdom ruled by a ferocious Giant
(or ferocious giant troll...) Events can continue much as before,
although again escaping from the Giant at the end might prove more
problematic
* A final possibility (although I'm sure you can all think of plenty of
others!) is that the hero needs to make a multi-transaction deal,
selling the cow to one party and purchasing the beans from another, with
as many intervening steps as you find fun. This might be particularly
appropriate for an Issaries hero.


#Obviously the GM can always make any choice that does not involve
trading the cow to an old lady for beans "the wrong choice" and choose
to end the quest there as a failure for the questor and deal with the
consequences thereof. However if you can present them with a variation
of the story where their choices do matter then (hopefully) it will
encourage them to think about their choices and what they might mean in
future, but still be prepared to make the stories their own, without you
needing to be prepared for half a dozen widely differing adventures
depending on what they choose.

Stage 3 - Enter the Magic Kingdom
...By climbing the beanstalk, or other appropriate method as
determined by the results of the previous stage. While technically this
should be a task no self respecting hero can fail (there wouldn't be
much of a story if Jack fell off after climbing 10 feet...) I think you
do need a roll here, failure indicating how difficult the climb was and
reducing the time the hero has to search for treasure and the amount
they can successfully bring down.
There is, again, the possibility to have opponents try and
disrupt the climb, or cut down the beanstalk before the hero returns...

Stage 4 - Explore the Magic Kingdom
If the questor doesn't go straight to the castle then they are
into the realms of experimental heroquesting, as the myths tell us
nothing about the Giants realm, so the GM is free to throw anything at
them.
Entering the castle might be as simple as walking through the
open door, or might involve sneaking past guards, climbing through
windows, or fooling magic door-knockers into revealing the password.
Failing at any part of this stage can lead to the PC being
captured by the Giant's minions and imprisoned in the castle - now all
he needs to do (all!) is escape and make off with a treasure to get back
on track.


Stage 5 - Gain the treasure
There are a number of versions of the myth with different
treasures - The goose that lays golden eggs (you might get a bonus here
if you arrived on the back of a goose...). The Harp that plays itself
(Important if the hero's clan is seeking to restore/ensure harmony). The
kidnapped princess, bags of cash. In fact you could place any treasure
or treasures in the giants lair. My preference would be to have
multiple treasures, but limit the amount the hero can take, so as to
force him to choose between them. This is where the results of stages 3
and 4 are important, if too much time was wasted getting here then there
will be less time to investigate and take treasure before the Giant
wakes and comes looking for you. Also the more you take the more
difficult escaping will be. If you want a "Heroquest Challenge" with
the player gambling some ability of their own then this is where it
would take place. Maybe stake your "sneaky, thiefy" type abilities to
steal treasure?
Failing to gain any treasure is pretty much failing the quest,
but you still have the chance to escape with your life...


Stage 6 - Escape with the treasure
Fee Fi Fo Fum... The giant awakes and detects the hero, and
starts to chase him back home. The more treasure the hero is carrying
the greater the penalty he will be under. Of course he can always
choose to discard treasures along the way to lighten his load (and maybe
cause the Giant to pause to collect them). In this case there should be
a definite downside at the end of the quest for failing to bring the
item back, even if the quest was otherwise successful. (So if the
primary object of the quest was to improve clan wealth by gaining the
goose that lays golden eggs, and the questor got greedy and also tried
to bring the harp, but discarded it halfway home then there should be a
noticeable increase in strife in subsequent years. Alternatively if the
object was the harp and the goose discarded then although peace is more
prevalent the questor's clan suffers an economic setback - you get the
idea).

Stage 7 - Kill the Giant.
Assuming you climbed the Beanstalk, all you have to do is cut it
down on your return. If he makes it down, you'll have to fight him,
which should be a difficult fight (if it isn't then there was no need to
run away in the first place) and there will be collateral damage to the
clan tula when the quest is over (or maybe the arrival of a Giant or
similar large monster. If you used another method as a result of stage
2, you'll need an alternative. Hopefully the player(s) will have
considered this and planned ahead...


Adapting the quest for multiple questors
The first option is to allow multiple questors to escort the cow
to market, while 1 person has the responsibility for actually trading,
and have one person climb the beanstalk while the others protect the
base from opponents seeking to disrupt the quest (another time limit on
the treasure grab...)
On the other hand British panto tradition allows for all sorts
of people to follow Jack up the beanstalk in order to perform all the
regular comedy routines in the castle (He's behind you!) and require
rescuing, so there is a precedent for more than one questor to climb the
beanstalk. In this case you probably need to limit the magical benefit
of the quest to a single item, otherwise it is likely to be too
generous. On the other hand a group of questors allows a wider variety
of challenges, so as to allow everyone their "moment of glory".


Now all that's required is a Gloranthan version of Jack & The
Beanstalk...
(Saint Jack the Giant-slayer? One of the Thunder Brothers sent to
negotiate a brideprice for Uralda, and being tricked into accepting
beans by Eurmal?)
 
Sinisalo said:
Then there are John Hughes style Heroquests (which I do) which are halfway between a Practice Heroquest and a full Heroquest. Basically, instead of going to the Hero Plane it comes to you.

You're prancing about in silly costumes on the village green and suddenly your ritual dragon opponent (your cousins in the dragon costume made out of grain sacks) suddenly starts breathing fire and asking you in spectral tones what the sound of one hand clapping is.

I like it when this happens. It can happen in several ways.

You are prancing around doing your "Summons of Evil" to get a broo to come along and let you kill it to keep broos away from your tula next year when a Thed HeroQuestor on a completely different Quest is sucked into your ritual because one of your clan members is hunting him. So, instead of getting a man in a broo costume to kill you get a tooled-up HeroQuestor instead. This can be bad.

You are prancing around doing your "Summons of Evil" to get a broo to come along and a HeroQuestor turns up. But, this time he has actively Quested to take part in your "Summons of Evil" quest. He knows you do it every year, he has prepared for it and has killed the nearby broos and has sat waiting for yuor quest to begin. This is normally very bad.

I did this in a HeroQuest where Granny Keeneye turned up as a ritual opponent and really scared the PCs. Fortunately, they were powerful enough to deflect her.

There are probably other ways, but normally it's either an accident or a deliberate act.

Sinisalo said:
I play it so that some of the players are in the Hero World and some are still standing on the village green interacting ritually. To those in the real world their high-as-a-kite friends are still in the middle world just interacting mentally and spiritually in another. Synchronicity takes over to align events in both worlds. Ambiguous is cool IMO.

That sounds about right. We also had some palces where the mists of the Hero World closed in and the people couldn;t see what was happening, but this normally happens when the Questors depart from the normal myth.

Sinisalo said:
Heroquests aren't hard to do. Give the players a written sheet with the myth on it so they can refer to it. Every now and then ask someone to make a lore roll and when they fail take it off them again :). Because what they need to do to win is all written in black and white for them, players don't get confused they just try and do it.

That's a good idea, I like taking the sheet off them.

Sinisalo said:
Problems and Solutions I Have Encountered:
Q. How do I describe meeting a god? Is he 500 ft tall? Can you have a chat with him? Role playing a god is barmy, no?

A. I introduce proto-Orlanths and pseudo-Humakts to the players. I will say something like:

"You meet a man on a hill top digging. The air is calm but his hair waves violently around. He says, 'I've lost my wife, she's under here somewhere'"

I let the players then work out who he is. Because the players have read the myth they know they are going to meet Orlanth so they'll figure it out and feel chuffed doing so. The man is Orlanth but he is also just a strange man on a hill. It's symbolic - and real. That way you don't have to worry about expressing awesome divinity, etc. You do that as well, I just find you can't really have any real dialogue with a 500 ft avatar of awesomeness.

Bear in mind that the HeroQuestors are probably playing Gods as well. So, it isn't Joe from the Bramble Clan meeting Kyger Litor, it's Orlanth meeting Kyger Litor. So, things cancel - two 500 foot gods are just the same as two normal people.

HeroQuests are odd in that you are playing the role of the deity and in many ways become the deity, but you are also yourself and have your own properties and problems. These quirks manifest themselves in unusual ways on a HeroQuest.

Sinisalo said:
Q. Transitions between stations. How do I describe going from Orlanth's Stead to the underworld? What actually is in between?

A. There should be directions in the myth. ie, follow someone, ask someone, etc. If it doesn't the players can look to the horizon - the underworld is bound to be that black light radiating from beyond those trees - or look to their theology lore. The GM can then just wing it: "It's in the opposite direction to the sun", etc. Where is the next station? Nearly always just over that hill or around that bend, and poof, without knowing it you are in the desert or wherever.

Where Stations are in different places and you meet different people then sure, this would work a treat. I like to mix things up a bit so they don't always know which station they are on. That confuses the hell out of them.

It's even better if another HeroQuestor is opposing them and inserts a station from another HeroQuest to get a slightly different result. That can seriously mess things up.

Sinisalo said:
Q. What if my players take a wrong turn or disobey the myth's instructions?

A. Here's some suggestions:
i) Wing it, make it up, you're a GM you should be used to this!
ii) They kill the troll when they should have healed it, they take his stuff and then head off down the road. Until they meet the troll again in exactly the same position, as if they had walked in circles, waiting to be healed. Don't worry about issues of free will it will freak your players out which is the whole point of being a GM.
iii) Everyone wakes up next to the horse trough with one hell of a hang-over two weeks after they left.
iv) Nobody wakes up, their bits are found in the horse trough.
v) Put them in a different myth if you have one and see if they can improvise their way back.
vi) The players can hear, distantly, everyone on the village green shouting "no don't do it"

Hmmm, some of those are a bit extreme. You shouldn't end up dead for no reason, perhaps you'd get kicked off the HeroQuest for doing something different, but unless someone was opposing you and was waiting for you to get kicked off, then I wouldn't arbitrarily slay the PCs.

I wouldn't have the supporters being able to influence the Quest in that way. What I would do is to have the support diminish the further away you get from the Quest as the supporters get confused. "This is where Orlanth gives the Pink Rose to Ernalda, but what's he doing with that chicken? Yuck, I'm not helping him now!".

If you are on a Quest and normally heal the troll but you kill him instead then fine. A little bit later you are attacked by trolls and your troll friend should pop up and tell them "No, don't attack, he's our friend" and the trolls tell you how to get to the Black Hill. But, you killed him so you are attacked and don;t find out how to reach the Black Hill.

I have a version of the Scarf of Mist where Orlanth abducts the water nymph and tries to ravish her but so she wraps the mist around herself in shame and Orlanth rips it away, thus gaining the Scarf of Mist and enabling Orlanth to do what Orlanth does best. If the PC doesn't try to ravish her, she isn't ashamed and doesn't use the Scarf of Mist and Orlanrth can't rip it away from her. Here, the Questor fails by being nice as Orlanth wasn't nice.

Sinisalo said:
Your players may go looking for ancestors or try that door at the back of the hall. Most of the time with a "proper" Heroquest details are quite hazy and only important things can be seen clearly. Sometimes heroquesters will just not be able to differentiate one feasting Orlanthi from another. Maybe they can see that door at the back of the hall. Just make something up - maybe it contains Orlanth's sacred regalia or maybe just a load of junk.

Sure, go with the flow. Sometimes the PCs will have their own ideas of what they want to do on the Quest. Sometimes they'll stack the Quest in their favour by using friendly patsies to take on the rolls of opponents and this can change the course of the Quest.

Whatever you want - make it fun and interesting.
 
Re: Meeting other Heroquestors.

One Idea Greg has expressed more than once is that Heroquestors tend to "attract" each other as they heroquest. So the crested Dragonnewt you get to stand in as Aroka this year will, a few years later turn up again in your quests, except now he is a Noble Dragonnewt and far more dangerous.

So if you do your "Summons of Evil" this year, and a real Broo turns up, since he "happened to be in the area" then unless you deal with him on a permenant basis, he is likely to turn up again next time you do the "Summons of Evil" - and he may have been questing for new powers in the meantime!
 
Utgardloki said:
Why is it hard to run a heroquest with RQ rules?

It's not necessarily hard - depending on the nature of the quest you want to run, and how much "mechanical" support you want to help you run it, it's just that generally HQ is better suited, since it allows you to use anything as an ability, rather than just "listed" skills, and to better use one ability to support another, or the results of one station to support another.

Heroquest also better, I think, allows you to sacrifice parts of yourself by taking flaws as well as (or instead of) removing skills
 
Heroquesting as a community tool

Another thought on Heroquesting.
Although many of the most famous Heroquestors are those who gained great personal power by their actions (Harrek, Sheng Selaris, Sir Ethilrist, Arkat, Argrath) it is far more usual for Heroquestors to seek benefits for the communities that are supporting them on their quest.

Greg once suggested the following possibility - this was in the late 80's/very early 90's when the "Hero Quest" game seemed more likely to be some sort of "Pendragon" variant...

You play the first session of your campaign - the PC's go on a Heroquest to gain "Kewl Combat powers" - they steal the sword "Death" from Humakt, as Orlanth once did... at the end of the session the GM offers them the choice of personal or community gain. Those who choose personal gain get to add +100% to their sword attack, the others add only +20%.
In the second session of the campaign, the "personal" questors have a definite advantage.
At the start of the third session the GM announces the game has advanced 60 years*. The existing characters are retired or dead, and it is time to create new characters. Players who chose "personal" power in session 1 follow the normal rules for creating characters. Players who chose community get to add the +20% that their ancestor quested for 60 years earlier...




*Not really to do with Heroquesting, or particularly RQ, but I have often thought a campaign styled after Asimov's "Foundation" stories would be an interesting idea. Each "Episode" could/would be centered around different PC's, who could therefore be created with this particular story in mind ("This week you should all create characters who are marching with the army of conquest. The next session you will be playing merchants and explorers seeking a new trade route through the wastes, and the session after that will be centred around nobles and priests politicing in the capital when the emperor dies without a legitimate son...) with the whole campaign telling a story rather than concentrating entirely on one small group of (player) characters.
 
Here's where I am mechanically:

Each station will require a number of skill rolls/stat rolls/personality rolls. If the player is following the traditional version of the myth (I'm using Sandals of Darkness from The Unspoken word/adapted from RQ Con Compendium), then the skill rolls and choices will be self evident, but the character can go in any direction using whatever means occurs to them.
Any successful rolls will be recorded and produce "carry over" a la HQ. Any failed rolls will be recorded to produce penalties.

Character can opt to take incremental penalties to their skills/stats, etc (skill/2, skill/3, etc) in return for a corresponding multiplier on their skill increase roll. Anyone making a Statx1 roll can have a stat increase to boot.

This will culminate in a "Quest Challenge" which will be resolved in a battle of stats (the stat deemed most relevant to the means by which the character attempts to resolve the key part of the quest) which i'm going to resolve like RQ3 spirit combat. The carry over/penalty will be applied to the stat.

Loss of the quest challenge will be suitably catastrophic, but I'll be implementing its effects in the real world. If the character gets absolutely creamed (and they shouldn't since I'm offering them every chance to use their best characteristics) then they can rot in Hell, literally...Otherwise, I will judge the outcome by approximate levels of success. This should probably be more absolute, but I'm not going to knock up a table of outcomes until I've playtested the thing...we'll see.
 
Cleombrotus said:
Here's where I am mechanically:

Each station will require a number of skill rolls/stat rolls/personality rolls. If the player is following the traditional version of the myth (I'm using Sandals of Darkness from The Unspoken word/adapted from RQ Con Compendium), then the skill rolls and choices will be self evident, but the character can go in any direction using whatever means occurs to them.
Any successful rolls will be recorded and produce "carry over" a la HQ. Any failed rolls will be recorded to produce penalties.

As a matter of interest, the Sandals of Darkness HeroQuest in Thieves Arm was taken from my RQ HeroQuest at http://www.soltakss.com/hquest08.html the myth of which was taken from RQ Con Compendium. The version on my website is rules-light and just describes the format/structure of the quest and what actions are normally taken.

It does imply that these are the actions that must be taken, but really those are the actions that are usually taken. For example, when the Orlanth Questor meets two dark trolls and tries to listen to what they say, Orlanth brings their words to him on a breeze, this is normally the Wind Words spell but someone might have the far hear spell, enhanced hearing or be able to lipread Darktongue. You shouldn't assume that only one skill or spell works.

I'd use the rolls as a means to an end, with the narrative being more important.

Cleombrotus said:
This will culminate in a "Quest Challenge" which will be resolved in a battle of stats (the stat deemed most relevant to the means by which the character attempts to resolve the key part of the quest) which i'm going to resolve like RQ3 spirit combat. The carry over/penalty will be applied to the stat.

That sounds interesting. Please let us know how it works in practise.

Cleombrotus said:
Loss of the quest challenge will be suitably catastrophic, but I'll be implementing its effects in the real world. If the character gets absolutely creamed (and they shouldn't since I'm offering them every chance to use their best characteristics) then they can rot in Hell, literally...Otherwise, I will judge the outcome by approximate levels of success. This should probably be more absolute, but I'm not going to knock up a table of outcomes until I've playtested the thing...we'll see.

The outcome might depend on the actions. If the HeroQuestor is locked away in prison then sure, he is stuck in Hell. If he is stripped naked and thrown weaponless back into Hell then he could make his way home. If his skin is ripped off and used to make a new pair of sandals then he is in real trouble.

That's the thing about HeroQuests - they can have all sorts of twists and turns and don't always work out how the HeroQuestors or GM wanted or expected.
 
duncan_disorderly said:
One Idea Greg has expressed more than once is that Heroquestors tend to "attract" each other as they heroquest. So the crested Dragonnewt you get to stand in as Aroka this year will, a few years later turn up again in your quests, except now he is a Noble Dragonnewt and far more dangerous.

In one of our HeroQuests, we met a Noble (or Ruler, I can't remember) who was questing against an evil sorcerer and we agreed to help him. We enetered the sorcerer's castle to be met with an army of dragonewts, including Crested, Warrior and Noble and all loking very similar. It turned out that the dragonewt had been slain and turned into a zombie, so he kept coming back again and again and again, allowing the sorcerer to create his zombie dragonewt army.

[/quote]So if you do your "Summons of Evil" this year, and a real Broo turns up, since he "happened to be in the area" then unless you deal with him on a permenant basis, he is likely to turn up again next time you do the "Summons of Evil" - and he may have been questing for new powers in the meantime![/quote]

It also means that he will probably turn up if you encounter a generic Chaos Foe on a HeroQuest. He might even be able to suck you in on one of his own HeroQuests if he's clever.
 
duncan_disorderly said:
The question of differentiating between a "story" or straight retelling of a myth and a "scenario" - allowing the Players to make meaningful choices for their characters has come up before... Here is a repost of an old Gloranthan Digest(RIP) post looking at how you might go about turning a known myth into an adventure...
I read your post only now because I hadn't the time to read it fully but it is a great explanation to help GM to adapt a HeroQuest to the actions of his players.

Definitively I think Mongose should publish a big book on Heroquests, not only containing quests but also as a toolbox to create one's own as well as offering multiple possibilities to follow the "wrong" ways.
 
soltakss said:
The King said:
Definitively I think Mongose should publish a big book on Heroquests, not only containing quests but also as a toolbox to create one's own as well as offering multiple possibilities to follow the "wrong" ways.

There is a book "Quests" coming out that might be a start.

Apparently Quests won't have anything to do with heroquests -- it will be a collection of short adventures.
 
GianniVacca said:
Apparently Quests won't have anything to do with heroquests -- it will be a collection of short adventures.
Thus Rurik was right. I thought he was joking.(http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=33286)
 
Cleombrotus said:
we have one character who has no chance of getting initiated into a cult through standard skill rolls and is going to try to bypass the cult and gain initiation through a heroquest. this seems more appropriate to me and i like it as a concept. it throws open the door for roleplaying opportunities, for there will be priests and other initiates who fear and resent someone who has 'jumped the queue', so to speak. anything like this that doesn't create a monster character sounds fair game for a heroquest to me...

I'd have to say an emphatic NO to this one (if it were my game, but YGWV). The skill rolls aren't just a game mechanic. Gloranthans worship their gods by emulating them in the Physical world so a Yelmic noble will act imperious and heirarchical, an Orlanthi will (try to) be just, cunning and violent and an Eurmali will .... well, an Eurmali will do whatever the heck they feel like doing right now if it seems funny.

OTOH, I like the idea of HQing for initiation. It makes more sense somehow that the initiation should be a minor heroquest, where the prospective would encounter situations related to their mythology that require the successful use of skills and the reward is the magical link with the deity.

It certainly makes more sense than the gamey feeling that you just sit a quick exam and get your (cult) initiation membership card and decoder ring.

PLUS, it's a nice and simple introduction for the players into how HQing works.

But that's just my opinion and that plus 50 cents will still only get you a 'phone call.
 
I'd have to say an emphatic NO to this one (if it were my game, but YGWV). The skill rolls aren't just a game mechanic.

Actually, the skill rolls are nothing more than a game mechanic and a fudged one at that. I know that they are supposed to represent some sort of test, but they are an abstraction, nothing more. A heroquest, on the other hand, is (as I'm sure you know) an actual emulation of the deeds of your god, and thus an even more pious means of interaction.

The cults are NOT the gods (see the "Enlo" thread for good examples; well, hints). They no doubt claim to be, and in many practical senses might as well be, but there is a difference between gaining admission to a cult and being pious. Thus bypassing a Cult is not the same as bypassing the will of the God. Sure it's going to make things less smooth for the character in political/social terms, but it's perfectly viable in my humble opinion.

Plus it adds an interesting dimension to the game, and a player led one to boot. Win win.
 
Back
Top