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General Forge Forums => Actual Play => Topic started by: Thierry Michel on March 09, 2004, 04:51:33 PM

Title: (anti)HeroQuest: the count must die!
Post by: Thierry Michel on March 09, 2004, 04:51:33 PM
I finally ran a one-shot historical HQ last week - it was my first GMing in 15 years or so.

I had made pre-gens for the 3 players (ruthless warrior, cunning merchant, impulsive ex-nun) and I wanted mainly to stress the mood and the setting (merovingian france) over the plot.  So I delivered a situation in the hands of the players: assassinate a fugitive, with some obstacles: the king had just granted his life to the man, the man still had some supporters, the man was hiding in a holy place and the players had histories and enemies of their own. The situation was based on an historical anecdote, so I knew pretty much who was where and could do what and I gave players total freedom after the initial exposition.

[ I suppose this style  of play qualifies as Simulationist (as I understand the term) since for me it was pretty much the equivalent of the "sandbox" play in computer games (i.e. interact with the setting). I tried to emphasize various aspects: weakness of the central power, conflicts between warriors (franks) and nobles (gauls), importance of kinship, connections, personal leadership etc.]

The game ran smoothly, all of the contests save one were simple contests against moderate difficulty (from 14 to 1W). I wanted the players to feel like competent rogues so I toned down the suggested dificulties a bit (too much, actually, I think, as they didn't suffer major drawbacks but since they spent enough time as it was scheming and making plans I suppose it wasn't a problem).


I was ready to unleash various events int he path of the players should the game bog down, but after a slow start they made things move by themselves (the fact that one of them is usually a GM might have helped).

My decisions were occasionnally sub-optimal, notably for the final contest which took the form of a combat on the stairs of the church - I wanted to wrap things up quickly (it was late) so I didn't throw everything I had at the players, resulting in a relatively easy ending.

A few points will need addressing if we play again (I hope so):

first, of course, more challenging opponents

second, I have a minor problem with the abstract wealth system, in that the merchant was supposedly greedy, but this character trait was a bit difficult to play without "real" money

third, I'm not too sure I played right  the switching of ability mid-fight (basically the target threw his sword and tried to get the churchmen to get out and shield him).  I switched the primary ability of the NPC (from melee to manipulate or so) when it was his turn to bid, while keeping his melee ability when he was opposing the swordfighting roll of the warrior turn. Correct ?

in the same fight, the merchant fought through the melee skill of his 2 bodyguards (one giving double APs to the other), so when he got rid of his opponent, he could then suddendly transfer the points to the warior in the main fight. Did I miss something there (I suppose a roll should have been made, but I wasn't sure on how to justify it in-game) ?
Title: (anti)HeroQuest: the count must die!
Post by: Brand_Robins on March 09, 2004, 05:56:44 PM
For the abstract wealth, there are a few issues. First, I think that a greedy person can be greedy regardless of how much wealth they already have -- and the aquisition of more wealth can happen without tracking coins. However, I've still sometimes felt the same as you, and a slightly crunchier wealth system can be nice -- especially for merchent and mercenary centered games. I'd suggest starting with Wulf's Wealth Table as a way to work things like that out -- it's Glorantha centered, but you could probably convert it. It's found here: http://f2.grp.yahoofs.com/v1/EPhNQC-aOCVD5yUPM5JsORPZwbcokAcGsjmiM-k6B51B_gplRYk8fvVp2C53-asqen6bGt341xidpaopAIjtgOwqJTa2Si3s_tfsP4fQTCYF/Wealth.PDF  (you may have to be a member of the HeroQuest Rules Yahoo group to get it).

I talked about switching contests over on RPG.net already, so I'll shut up about that.

As for the AP switch, I'm not exactly sure what happened. Can you give me a few more details?
Title: (anti)HeroQuest: the count must die!
Post by: Thierry Michel on March 09, 2004, 05:58:41 PM
and here's Ben's write-up of the session, for something more meaty [ I'm impressed,:) ].

Thierry volunteered to run the first game, a historical game using the Hero Quest mechanic. So no Glorantha, no Gods and Magic, but rather the court of King Hilperic in the 6th century kingdom of Neustria. Pig shit, intrigue, blood money and excommunication.

Three characters :
Title: (anti)HeroQuest: the count must die!
Post by: Thierry Michel on March 09, 2004, 06:05:23 PM
Quote from: Brand_RobinsAs for the AP switch, I'm not exactly sure what happened. Can you give me a few more details?

Of course. We had two simultaneous contest, the first between the count and the warrior and the second between his followers and the merchant's men (the merchant's character fighting by proxy so to speak).

The merchant side got lucky early, so he sent his oponents fleeing the contest with light wounds while the other fight was still going on.

At this point, his surviving men engaged the warrior's opposition which i ruled by simply transfering the APs from the merchant to the warrior (to reflect the fact that the merchant's men APs were now attached to the remaining fight). In retrospect, I suppose I should have made the merchant roll for the transfer, but I didn't see how it could fail (+ it was shorter that way).
Title: (anti)HeroQuest: the count must die!
Post by: Brand_Robins on March 09, 2004, 06:48:48 PM
Quote from: Thierry MichelAt this point, his surviving men engaged the warrior's opposition which i ruled by simply transfering the APs from the merchant to the warrior (to reflect the fact that the merchant's men APs were now attached to the remaining fight). In retrospect, I suppose I should have made the merchant roll for the transfer, but I didn't see how it could fail (+ it was shorter that way).

Egh, it's questionable -- but I don't think you did anything wrong. I might have let the merchent keep his own APs and just had him join the second fight through his followers rather than giving everything over to the warrior, or I might have had him roll to AP lend to the warrior, but I also might have done what you did, especially if under time constraints and/or not having any idea what you'd do on a failed transfer roll.

Really, all in all it sounds like you did a better job your first go than I did on mine....