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General Forge Forums => Actual Play => Topic started by: Rob MacDougall on June 16, 2004, 03:09:13 PM

Title: Starchildren setting, HeroQuest rules.
Post by: Rob MacDougall on June 16, 2004, 03:09:13 PM
Hi, folks:

I'm about to run a game set in the Starchildren world of glam alien rock stars versus a crushing conformist state, but using HeroQuest as the system. This may seem like an odd match, but while I loved the Starchildren premise and setting, I wasn't enthralled with the system, and I've been wanting to try out HeroQuest for a while.  And I think a system that lets me run blistering guitar duels with the same level of detail as brawling combat will be a good fit for Starchildren. We'll see.

(I wasn't sure whether to put this in the HeroQuest forum or the XIG Games (Starchildren) forum, so I decided to punt the question and put it in Actual Play. It's only Actual Play Prep at the moment, I admit, but our first session is on Monday, and I'll post here after that with thoughts on how it went.)

(Tangent: There are actually a few minor structural similarities between the Starchildren and HQ rules:  the Backgrounds in Starchildren character generation work much like HQ Keywords, and the musical performance rules amount to a series of rolls for augments.)

I wrote a couple of handouts to introduce the players to the setting, including the minor tweaks I made (adding a few factions, changing a few names). They're on the web here (Initial Overview, Mother, & Meme War (http://www.livejournal.com/users/robotnik/27035.html)) and here (Starchildren, Darkchildren, Velvet & the Mob (http://www.livejournal.com/users/robotnik/27813.html)). The Keywords we used for character generation are here (Starchild/HQ Keywords (http://www.livejournal.com/users/robotnik/29650.html)) and a long goofy list of Exalted-style charms (taking the place of HQ magic and Starchild "mojo") are here (Glamours (http://www.livejournal.com/users/robotnik/28027.html)). Please do check them out if you're interested in Starchildren or HQ. Comments welcome.

My prep for this game has been heavily influenced by discussions here at the Forge of Sorcerer-prep and Narrativist HeroQuest play: The players have written Kickers, and I've worked up an R-Map and bangs, about which I'll post more once we've gotten started. Right now, we're in the process of refining and spiking the Kickers.

In part I just wanted to post this because I thought the Setting handouts would be interesting to Starchildren fans and the Keywords to people who want to see what can be done with HeroQuest. But I do have some immediate questions that people with HeroQuest experience in particular might have thoughts on:

1. In terms of character points, we used the numbers for starting Hero Quest characters (keywords start at 17, other skills at 13, 20 additional points, etc.). But it occurs to me that HeroQuest is, for all its innovations, still rooted in that fantasy RPG paradigm where characters start out weak and inexperienced and grow powerful over a long period of time. Nothing wrong with that, but our Starchildren game is only going to run a handful of sessions, and the characters are supposed to be big deal rock stars and the like from the very start. So I'm wondering: should I up the starting point totals and skill levels? If so, by how much? I could just lower the whole scale so that, say, 27 or 7w1 in a skill actually is world-class but, not having played a lot of HeroQuest, I wonder if this might have unforseen effects on game play. So, HQ veterans: have you ever played a game where you wanted the PCs to be big time movers and shakers right out of the gate? How did you handle character generation and skill levels?

2. Back when Starchildren first came out, I was struck by comments here at the Forge that said, essentially, "Cool game, but why is there so much emphasis on combat?" That's one of the reasons I decided to use the HQ rules. When we sat down to do character generation, I pointed out to my players that their characters could take all manner of skills - relationships, passions, musical abilities, etc. - and shouldn't feel limited to standard RPG-type abilities like combat and sneaking around. Boy, did they take me at my word! I think out of six PCs, maybe one has anything resemblig a combat ability. Which is very cool, and it sends a strong signal to me about what sort of a story the players are interested in. But after years and years of gaming I do wonder about my ability to get out of an instinctive "action movie" mindset that says: the dice come out when fists start flying. Anyone out there have advice for keeping things exciting, and keeping the stakes high when the focus is not on physical peril to the PCs?

Thanks in advance for any thoughts.

Rob
Title: Starchildren setting, HeroQuest rules.
Post by: Scripty on June 16, 2004, 03:32:24 PM
Quote1. So, HQ veterans: have you ever played a game where you wanted the PCs to be big time movers and shakers right out of the gate? How did you handle character generation and skill levels?

There are rules in HQ for creating more powerful characters. One thing I might consider is using the chart in the Hero's Book that puts ratings in perspective with how skilled a person might be in a particular area. That would be fairly easy to extrapolate values from to get an idea of the level of skill you're talking about (which, IMO, would be between 21/1w and 45/5w2). Other ideas I've seen thrown around is to start a keyword (or all keywords) at 1w and increase starting character points as well.

Quote2. Anyone out there have advice for keeping things exciting, and keeping the stakes high when the focus is not on physical peril to the PCs?

Conflict doesn't have to be about combat. Think Purple Rain. Actual physical combat isn't much of an issue in that movie yet there is still plenty of conflict to go around. Say Mad Mother has a group who's infiltrated the Glam scene with this sappy bubble-gum, mind-numbing pop. Say that they're good. Really good. And it's up to your PCs to out-play them on the Glam scene before their fans go over to the infiltrator's brand of insidious Mad Mother bubble gum pop (think Elton John vs. Ziggy Stardust). In such a setting, combat might never occur but it's more a "battle of the bands" than anything else with each band trying to outdo each other musically, politically and publicity-wise.
Title: Starchildren setting, HeroQuest rules.
Post by: Mike Holmes on June 17, 2004, 05:50:57 PM
What Scott said.

What makes physical conflict interesting is that it's about something that everyone cares about, life and limb. So just figure out what the characters hold dear, and make the conflict about that. Fortunately, once they're done writing up their characters with HQ, the answer will be right on their character sheets. Just look for the highest ability scores.

Mike
Title: Starchildren setting, HeroQuest rules.
Post by: Ron Edwards on June 22, 2004, 07:33:53 PM
Hello,

Whoops, forgot to reply to this thread earlier.

Rob, I think there's one aspect of the HeroQuest rules that would play a big role, for me, in getting my most favored aspect of Starchildren into play.

Relationships.

Don't get me wrong; I love the rock & roll and the whole fun thing of playing a concert and so on. But what I really want are all those messed-up, drug-ridden, sex-isn't-enough complicated interactions. Tragic ones, uplifting ones, bogus ones, etc, etc. Total Velvet Goldmine stuff.

Imagine a starchild who taps into people's idealistic fantasies when he/she sings. Imagine a human person who enters into a romantic relationship with the starchild, only to be cast aside for some frivolous reason ("ooh! a shiny thing!"), and who sees his or her emotional agony displayed for all to see in the songs of the next gig or concert. The starchild understands the pain only as art, and cannot understand the human person's resentment.

That sort of thing. HeroQuest can do it.

Best,
Ron
Title: Starchildren setting, HeroQuest rules.
Post by: RaconteurX on July 05, 2004, 11:23:29 PM
Sounds like a terrific combination, Rob. HeroQuest is ideally suited for blistering guitar duels against corporate rockers, hacking corporation networks in search of dirty laundry, bouncing pirate radio signals around to evade jamming and detection, etc. It even handles all that stuff Ron mentions extremely well. ;)

Welcome to Club HeroQuest, baby...
Title: Starchildren setting, HeroQuest rules.
Post by: Rob MacDougall on July 24, 2004, 05:11:35 PM
Hi folks. Greetings from 2074!

Thanks very much for the tips and encouragement on this thread, and my apologies for not answering all of you sooner. That was sort of rude, especially since I have made good use of all of your advice. I wanted to check back in and catch you all up on how it is going.

We've now played three sessions of our Starchildren/HeroQuest game, and it's going very well, though it is still not everything I want it to be.

I won't recap the events of all three sessions here but I will catch you up on how it's going in general. We have a wiki for the game here:

http://www.innocence.com/games/darling-wiki/index.php

(They're pretty much de riguer for each of my game group's games now.) There's lots of material about the game and the characters there. No short session summaries yet, but I plan to bang some out soon on the Wiki. I'll post another link here when they're done.

Anyway. How is the game going?

The Good:

The characters are fantastic.
I'm blessed with great players, and each one of their characters is funny and cool and absolutely individual. Everybody likes their own character and is entertained by the other characters, so that's working well. We have:

Title: Starchildren setting, HeroQuest rules.
Post by: Mike Holmes on July 24, 2004, 07:37:18 PM
Augments can be fun. They are for me, at least. There are a couple of tricks to making them an interesting part of the game. First, question augments a lot. Ask how the player thinks something applies. If they have no answer immediately say no, and move on to the next.

What happens is that players at some point start only citing those that really make the contest more interesting. Sure it's possible that the character's Estranged from Family relationship makes sense in some way to the contest in question, but it should only be brought up if it's really interesting in the context of the contest in question. In fact, get to the point where the players are pretty confidently listing abilites, and not asking about each one. If they ask if it's appropriate, ask them back why. What happens is that the player starts to understand that it's their job to come to the contest with an explanation for why they think that the ability makes sense (assuming it's not blazingly obvious that it applies), or not to bring it up at all.

What you want to get to is where the player looks over his sheet, and selects a few abilities that he knows make sense in the case in question. What you want to avoid is players going over their entire sheets to make sure that they didn't "Miss" something. Augmenting isn't about "winning" the contest, IMO. It's about displaying the character in an interesting way. If it's becoming boring, y'all are doing it wrong. A little.

Now, the thing is that if the group has the least little worry about losing contests, then they'll have the urge to find every last bit of character effectiveness that they can. So as narrator, you have to discourage this. There are a couple of ways to do this, but mostly they deal with the other area that you're having problems with, results of contests.

What you'll notice about the results of contests, mechanically, is that they give somebody a penalty. They call this injuring, but really it's just some mechanical penalty to some area. If you haven't been using this (and actually the book doesn't mandate it), I wholeheartedly suggest that in almost all contests that you inflict a mechanical result on somebody. And, yes, inflicting some of those "social" injuries, etc. More to the point, think in terms of how the target is negatively impacted by losing. Then assign a title to the penalty and record it. Like Embarrased -1. These then become modifiers if and when they make sense using the same criteria that you use to select whether an augment makes sense.

So, for instance, if a character is actually wounded by a blow that was described as a shot to the legs, give Leg Gash -10%. The neat thing about this is that while this impacts the character's running and perhaps combat, it wouldn't affect his skill at, say, convncing another character to do somethign. The point is that the narrow definitions of impediments like this mean that the character is never unable to be effective in some way. Basically losing in HQ is as fun (though different) than winning. Get to the point where the players understand this, and the long list hunts will stop.

One tactic to get players to understand this is to crush them. That is, have something really tough come along and have the PCs get into a conflict with this big stat. In your game, say it's some really good recording industry exec. The contest is to get a favorable contract with him. He has a Negotiate 10W3 ability, however, and augments bring him up to 18W3. Lets say that the players lose against him with a Major Defeat. Give them a Unfavorable Contract -50% that applies whenever they try, say, to collect royalties and the like.

Basically they should see that no matter what the outcome of contests, it's cool. In this case they get the contract, but it's a horrible one. Now they have a goal to get it altered, or to break it somehow. Basically every negative that they acumulate this way becomes some new adversity to overcome. The neat thing is that these go away when the player "heals" them up, meaning often that they have to do some other contest to make these things go away (or even whole new "adventures"). Again, this is fun, and so players who see this don't try to "win" contests, so much as display their character in interesting ways. After a while the player gets to know the character, and declaring augments for contests becomes very quick.

One other tip for speed, do the accounting yourself. That is, while the player is listing augments, keep a running total yourself on a pad. Even better, good players who aren't in a scene or involved in the contest can keep the running total for those who are. This frees up the player in question to look for the augments he wants. Also, ask the players to learn the rules. This speeds things up immeasurably. I agree with you that this is just something between you and your group, and not HQ related. Is there some problem with asking them to learn the rules? Have a little training camp at some point if you think that'll work.

Using these things together, contests are pretty quick, but more importantly, everyone enjoys all of the time that it does take, no matter how long it takes.

QuoteAlso: I tried to encourage variable augments (where you roll to see the extent of your augment) at first, but I'm not sure the players quite understand how variable augments work yet, and in practice they almost always take the automatic Trait / 10 augment.
Leave variable augments for the players who like to delve into mechanics. They're actually not beneficial to use in most circumstances, but let them if they understand how to do it and want to. In practice, I almost never see these in play and we don't miss them since they were the standard in Hero Wars. That is, I wouldn't mind seeing one, but only if somebody thought it was important enough to use.

This is the same principle as the augment principle above - people should only be looking to incorporate more stuff if they think it's really more entertaining. Get rid of any incentives to play otherwise.

Mike
Title: Starchildren setting, HeroQuest rules.
Post by: neelk on July 25, 2004, 02:02:12 AM
Quote from: Mike Holmes
So, for instance, if a character is actually wounded by a blow that was described as a shot to the legs, give Leg Gash -10%. The neat thing about this is that while this impacts the character's running and perhaps combat, it wouldn't affect his skill at, say, convncing another character to do somethign. The point is that the narrow definitions of impediments like this mean that the character is never unable to be effective in some way. Basically losing in HQ is as fun (though different) than winning. Get to the point where the players understand this, and the long list hunts will stop.

Cool. That's a very pretty trick I will have to remember when I run HQ.
Title: Starchildren setting, HeroQuest rules.
Post by: Bryant on July 26, 2004, 12:49:40 AM
My idle player thoughts on some of these things:

Augments -- the character sheets ought to have the default augment values on 'em. I.e., each skill should look something like:

Play Guitar 10** (10)

With the number in parens being the value of the augment. That'd speed things up a bit.

Also, all the stuff Mike said.

Results -- I agree with you 100% on haphazard consequences. I think that this is what people are missing in the mechanics. For the benefit of all, here's the complaint some of the players have:

"If I have 10** and Bob has 19*, and Bob rolls a 5 while I roll an 11, Bob wins even though I have a better skill."

I know and I think the people complaining know that probability-wise, 10** will win more often. However, it feels to them like rolling low matters more than having a high skill. If Bob's marginal victory is narrated as a marginal victory, it might be clearer that there's no great loss there... it's just a momentary edge.

Fun -- I am having huge fun and intend to move wholeheartedly towards more entanglements with more people. I need Darling to do this, though.