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Topic: Designing new Keywords
Started by: Tom B
Started on: 10/20/2004
Board: HeroQuest


On 10/20/2004 at 9:13pm, Tom B wrote:
Designing new Keywords

This is my first post to the Forge, despite lurking for quite awhile. Be gentle. :)

I am new to HeroQuest. I've read the rules and I think I have a basic grasp of the mechanics and concepts. (Magic is still tricksy, though.)

I hope to run HeroQuest in the near future, but it won't be in the Glorantha setting. I have an ongoing campaign in another setting, and have grown dissatisfied with the mechanics we were using.

This does mean I have to set up a new set of Keywords for the characters that are being translated. The Homeland Keywords seem fairly straightforward...it's the Occupation and Magic Keywords I'm unsure of.

Not everyone in the setting has magic, so I'm not sure a Magic Keyword would be appropriate. However, two of the three characters do have magic...one of them has extensive magic. Should I just include various spells in his Occupation Keyword? Or just give the two magic using characters Magic Keywords, and provide a compensating Keyword of additional abilities for the non-magic using character?

Are there any guidelines on the web for designing new Keywords?

Any help would be greatly appreciated...

Tom B.

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On 10/20/2004 at 10:42pm, lightcastle wrote:
RE: Designing new Keywords

Mike has been making keywords for a non-Gloranthan campaign, so I'm sure he'll have suggestions. I would think that if not everyone has magic, then something else as a 3rd keyword would be appropriate. As for including magic in an occupation keyword, I think I'd avoid that unless the occupation and magic are inextricably intertwined.

For some other advice on how flexible the system is and ways to make different appropriate keywords, try Bruce Ferrie's page here.

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On 10/21/2004 at 2:47pm, Tom B wrote:
RE: Designing new Keywords

lightcastle wrote: I would think that if not everyone has magic, then something else as a 3rd keyword would be appropriate. As for including magic in an occupation keyword, I think I'd avoid that unless the occupation and magic are inextricably intertwined.


What else might be appropriate for a 3rd keyword?

The occupations in question are 'magent', which is specifically a spy who uses magic as a part of his abilities, and 'priest' which is easy to handle using magical keywords, but becomes more problematic if you're not.

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On 10/21/2004 at 7:26pm, Minx wrote:
RE: Designing new Keywords

I think that depends heavily on the world your playing in and on your intention with this world. HQ really shines in bringing stuff like relationships, intentions etc. up to front. So you should ask yourself what conventions of the gameworld you want to simulate and, even more importantly, how do YOU as a GM/Player want the game to feel and behave.

(It also would help if you´d tell us something about the world... :)

As a good example of a HQ conversion of a "fairly normal" fantasy setting, I could send you Scriptys Midnight-Heroquest conversion. (Midnight is a Dark Fantasy setting for d20.) There you can get a nice feeling for the things that can be done with HQ, and how it may be done.

You can also look at my Shadowrun-conversion, or at least whats there to read about it. Mike Holmes, who probably will be here in a second to help you, has made some very good points. (I pretty much had the same questions.)

Generally, I thing a [Where you come from]/[What you do for a living]/[What makes you special]-spread works best for most settings.

M

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On 10/21/2004 at 8:11pm, Tom B wrote:
RE: Designing new Keywords

Minx wrote: I think that depends heavily on the world your playing in and on your intention with this world. HQ really shines in bringing stuff like relationships, intentions etc. up to front. So you should ask yourself what conventions of the gameworld you want to simulate and, even more importantly, how do YOU as a GM/Player want the game to feel and behave.

(It also would help if you´d tell us something about the world... :)


One of the reasons I'm considering switching to HeroQuest is that I wish to place more emphasis on relationships, etc.

The world is 'Darkurthe' from the 'Darkurthe Legends' RPG from a few years ago. It has a variety of cultures and peoples, and a wealth of relationships between the various cultures. It's a land full of myths and legends, heroic deeds, powerful magic, active gods....powerful evil and powerful good. HQ seems very fitting.

The world outside the continent is unreachable behind a magical barrier. The land of Darkurthe itself is mostly wilderness, with most civilization clustered around a great bay and consisting of small citystates, with a few larger countries.

Technologically quite a bit more advanced than Glorantha, with fairly advanced metalworking and other crafting skills.

As much as magic is everywhere and quite powerful, it still takes training to be able to use it. Most common people never learn magic, and for those that do, it usually becomes their vocation.


As a good example of a HQ conversion of a "fairly normal" fantasy setting, I could send you Scriptys Midnight-Heroquest conversion. (Midnight is a Dark Fantasy setting for d20.)


That could be quite helpful, thanks.


Generally, I thing a [Where you come from]/[What you do for a living]/[What makes you special]-spread works best for most settings.


Yeah...I'm just having trouble getting a grip on how to implement the last one [what makes you special]. I guess I can customize that to each character...making it a magic keyword for two of them and coming up with something else for the third (not sure what, though...)

Tom B.

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On 10/21/2004 at 9:11pm, CCW wrote:
RE: Designing new Keywords

Hi Tom,

I've just gone through the same thing with my campaign. Two of the characters were pretty easy because they were already multi-classed (we were converting from d20) but I was stumped on the other two. I did what I find often works: I asked the players what they thought was important. We pretty much had a new character generation afternoon.

I suggested that they make new Heroquest characters, using the campaign to that point as character background, but without feeling that they had to be tied too tightly to the old character sheet. One of my players has just finished his MA in translation so I likened the process to translating poetry: you can't hope to translate word for word and at the same time keep the sense, let along the feeling and music, of the original.

One of them partially redesigned her character to fit what she'd really been doing in the campaign and suggested a sort of magical keyword based on identifying and uncovering demons. The other built his third keyword around a demon living inside him, which up till then hadn't had much effect on play except to be his point of view character for game write-ups.

All that aside, you might just e-mail your players and ask each one to define his or her character according to a formula like:

[name] is a [occupation/main societal role] from [homeland] who is special because s/he .... and let them finish it.

Charles

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On 10/21/2004 at 9:35pm, lightcastle wrote:
RE: Designing new Keywords

Hi Tom.

Add me to the group that says the basic breakdown is [Where you come from]/[What you do for a living]/[What makes you special].

The occupations in question are 'magent', which is specifically a spy who uses magic as a part of his abilities, and 'priest' which is easy to handle using magical keywords, but becomes more problematic if you're not.


You could certainly take the HQ approach here. Priest is not the same occupation as someone who casts the spells of their god. It's a social function. Could you not argue the same thing with spy? Even Wizard is an occupation separate from Adept, the magical classification.

Maybe the occupation keyword needs to be broken off a bit from the idea of character class, and those special abilities moved more into the third keyword? (a thought, I'm not sure of the system you are using now)

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On 10/21/2004 at 10:21pm, Minx wrote:
RE: Designing new Keywords

Tom B wrote:
That could be quite helpful, thanks.


NP, just send me a PM with your e-mail address,and I´ll send it to you. :)

M

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On 10/21/2004 at 10:24pm, Tom B wrote:
RE: Designing new Keywords

I've never believed in point-to-point translations. I've always taken the approach of re-designing the character from concept using the new system. Otherwise you're doing the character concept and the new system a disservice. Unfortunately, the campaign has wandered through about five sets of mechanics trying to find one that "fits". (I am, however, flattered that my group has put up with this and insists on me continuing the campaign because of how much they enjoy their characters.) At this point, the concepts of the characters are quite well defined.

The characters have evolved over the past five years, but the core concept of the magent character began as a spy who was trained to employ magic to achieve his goals. Over time, the character has grown and changed. He now uses his abilities to further the goals of his deity, and has become the leader of a new order dedicated to combining magic with their other skills to fight supernatural threats to the land.

The ex-slave pitfighter has concluded a quest to be reunited with his family and heritage, which was far stranger than he could have ever expected. From a brute fighter, he now spreads the word of Yunume as a Priest, although he won't hesitate to solve his problems with a sword should it seem appropriate. It's a struggle for him, but he sees it as his calling. Priests and magic do go together in this setting.

The least developed character is (relatively) new to the group, and the player is very used to D&D style play. He's hesitant to 'grow' his character the way the others have, and has stayed closed to his roots as an outcast noble who worked his way up in the city guards based on his own skills.

There is a brand new character as well, but being brand new, he will be much easier to develop from scratch.

Two of them view magic as integral to their characters. One doesn't use magic. The other is undecided at this point.

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On 10/21/2004 at 10:27pm, Tom B wrote:
RE: Designing new Keywords

lightcastle wrote:
Maybe the occupation keyword needs to be broken off a bit from the idea of character class, and those special abilities moved more into the third keyword? (a thought, I'm not sure of the system you are using now)


I see what you mean. Certainly I could split off a separate magic keyword for them. (Although the magic keyword for Magent might be part of the list of abilities for the occupation.)

I still need to find something equivalent for the non-magic user. An additional keyword so he gets something in exchange for -not- having magic. (There is something appropriate I could add for him, but it occurred after character creation. At this point I'm trying to re-create their characters as they were at the beginning. Then I'll add on additional abilities and keywords as necessary to reflect their current status.)

Tom B.

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On 10/21/2004 at 10:46pm, Minx wrote:
RE: Designing new Keywords

Tom B wrote:
I still need to find something equivalent for the non-magic user. An additional keyword so he gets something in exchange for -not- having magic. (There is something appropriate I could add for him, but it occurred after character creation. At this point I'm trying to re-create their characters as they were at the beginning. Then I'll add on additional abilities and keywords as necessary to reflect their current status.)

Tom B.


Give them the option to take another occupation or homeland keyword, if it fits your character. Or another way would be to design special "Hero"-keywords ("MAgic" would also fall under this category.), that represent higher dedication to a specific thing. For example, a fighter-character probably has a keyword like Soldier or Warrior, there are millions like him all over the world. But, if this character now gets a specific "Hero"-keyword like Swordmaster, that gives him abilities like "Artfull Swordplay", that heavily Augment this characters sworlfighting abilitie and maybe even comes with semi-magical power (ie.: Works like, for example, Theism, ruleswise, but isn´t magical per-se ingame and only represents his specific training.), then this character would be something special, maybe even unique. And all that without (ingame) magic.

M

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On 10/21/2004 at 10:59pm, soru wrote:
RE: Designing new Keywords

Tom B wrote:
The least developed character is (relatively) new to the group, and the player is very used to D&D style play. He's hesitant to 'grow' his character the way the others have, and has stayed closed to his roots as an outcast noble who worked his way up in the city guards based on his own skills.
.


Based on that, I'd make his 'rank' in the city guards his special keyword. Where one of the other characters might solve a problem with a fireball or invisibility spell, he can do it by ordering the a search of a house, an arrest, a protection detail, and so on.

soru

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On 10/22/2004 at 10:07am, droog wrote:
RE: Designing new Keywords

Maybe having two keywords to begin with isn't so bad. Keywords aren't balanced in HQ anyway. And most people start with at least 3.5 (Homeland/Religion, Occupation, Magic) and possibly Common Magic as well--an Imperial Citizen will have yet another keyword. Your setting already gives less (3), so two is not that far from the average.

You could give him some extra points if he doesn't like it. Otherwise as soru suggested: an Advanced Occupation keyword as in HW for his position in the guards.

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On 10/22/2004 at 1:28pm, Tom B wrote:
RE: Designing new Keywords

I imagine that's what I'll end up doing. Probably an additional Keyword. (Of course, he's also the only one without Racial abilities, but that's not a major problem.)

Tom B.

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On 10/22/2004 at 9:37pm, Mike Holmes wrote:
RE: Designing new Keywords

Darkurthe, huh, one of the classic heartbreakers. Perfect.

"Magent"? Heh, they's gots thoze in Rolemaster, too!

As lightcastle mentioned, the world that I've converted is the old Rolemaster campaign world called Shadow World.

Here we go.

First, I can only recommend what you're embarking on as a really fun thing to do. For me, the "work" of conversion has been a blast. Think of it as a game as you go along, and it'll be less a pain than a pleasure. Truthfully, with Glorantha so sparsely enumerated so far, in fact, people playing that game have to do a lot of keyword creation, too.

Think of it this way: as soon as you've got ten homelands enumerated, you're almost to the point that any starting player in Glorantha is at, given that this is all they start with. Beyond that, we're all in the same boat, and need to be able to make up keywords. More than that, however, making keywords is pretty easy, once you've done a couple, and a great way to realy inleash creativity in the chargen process. Check in a couple of months on the Glorantha site, under "narrator advice" on the support page, for an article that I've written on the general subject of improvising keywords.

Magic, as an adjunct of the homelands is, you are correct, by far the most complicated part. But the good news is that it's less work than it looks to be.

First, it's a fallacy that all characters in HQ have magic keywords. The specialized magic keywords, even the common magic keywords are both optional. Nobody has to take either. Yes, you get the "religion keyword" for the society you're in, and that might give you some magic abilities automatically, but that's only if the religion is enumerated that way. In any case, a few animist tradition charms does not a mage make of a character.

Now, that said, it would seem pretty unlikely that, given the option to do so, that players would pass on these "free" keywords. From another POV, it would seem as though a character who had one was more powerful than one without. So why pass?

Well, players do. Of my latest batch of new players, in fact, the majority went this way. Why? Just not part of the character concept.

In fact, if you like I can lay out for you why the system makes it so that it's really not all that advantageous to have more abilities in terms of overall power (Droog gets into some of that). In fact, you'll find that with Advanced Experience that keywords aren't nearly as limiting as they at first seem. The point being that, in fact, not having magic becomes as attractive as having it, merely because of the conspicuousness of it's lack. It's a way to make a unique character. "What makes you special?" is that you're character is "normal."

What I'm getting at is that I have the same potential "problem" with my game - not everyone in Shadow World has magic. But it hasn't actually been a problem at all in play. I fretted about it, made conversions to ameliorate the problem, and then never had to use them.

Now, what this means, however, is that you'll still tend to get a lot of characters who use magic. This isn't a bad thing, IMO, however. Consider that it's likely that as a conversion of D&D that the setting was forced to say that those who use magic are trained in it vocationally, due to the way that the system balanced character types. Can't have the fighter with magic, now can we, or they'd be too powerful!

The point is that if the setting is really magical, then perhaps it would do to "Gloranthify" it a tad. This means that it'll take less effort to change things over, and that the result will be a more interesting fantasy world than the one the original system forced to emerge.

If you're converting existing characters, then your concern would not be in terms of getting the "wrong" character types, but in the characters without magic being less powerful. Again, even without those keywords, they'll be fine. Consider that a starting character, no matter how many keywords they have, can only have, at most, a 7W rating in any one ability. Yes, in theory, a character with magic will be able to boost that up by, perhaps 6. But while the player is spending on having more magic, the warrior is spending instead on "Strong as Bull" and the augments come out about the same. Each will have it's strenghts, and nobody will notice a power difference.

I could go on, but trust me.

Another thing to consider in favor of slight Gloranthification. Are there small magic items in the game? Little prayers uttered before combat? That sort of thing? This is common magic. More characters in conversion should have common magic than you might think. Common magic doesn't make somebody a "paladin" or anything, it just makes them somebody who's spent time in a magical world. Worst case scenario, if you're sensing people getting upity about balance, simply allow either the CM or the Specialize Magic Keyword for a character and not both. Balances out very, very well.


Given this, there's no problem with the Magent and Priest in question? Or is there still? I'm a little confused on where the problem lay there. Using HQ chargen, I've not failed to date to create any character archetype anyone has come up with. Including all of the many, many Rolemaster professions. Given that you're not doing "point to point" conversion, I see even less problems here. None at all, in fact, in terms of keywords.

Consider very, very strongly using lavish amounts of Advanced Experience in these conversions. These are not "starting" characters, so don't make them conform to the HQ "starting" character level of ability - which is very, very green. Not incompetent, but fresh out of school or somesuch.

For example, the ex-Gladiator should get an extra keyword to represent that, perhaps at a lower level to represent being rusty (I think the book suggests 13). Have they been around, know a lot of languages? Then they get the Traveler keyword as well. Just generally experienced? Then give them at least 1 point to add to their starting keyword levels per year of "adventuring". If not 3 to 5 times that. Also, give them a pile of extra points to spend as they like - about 5 times as many as they get Advanced Experience points.

Don't worry, this can't possibly make them too tough. In fact, you'll be lucky to get them to seeming as tough as they were previously.

If you really, really, really still feel the need to "balance", then do it here with these points. Don't give an extra keyword to "replace" a missing magic one.


Now, back to the hard part, as I said, which is creating magic methods. Here, too, I can only suggest Gloranthifying. No, not taking on Gloranthan cultures and religions or anything, but just the notion of where magic comes from. Basically, magic in Gloranthan comes from four sources, which I bet you can find in your setting (note, I'm gambling here, I've never read it).

Theism - there are gods, you said so. So, they have priests, no? Note how in the book Priest is an occupation separate from Initiate or Devotee. Got holy warriors (Paladins or such)? These are warriors who are Initiates or Devotees of the right god.

Animism - are there spirits? Check carefully - are there elves, faries, or such? Then animism fits. Druids? That's easy, animists of plant or animal spirits or both. Shamans? Direct conversion. Magicians who deal with charms? Tribal societies? Horse societies? "Barbarians?" Look for animists in their witches, hedge wizards, and the like. IMO, discovering the spirit side of a heartbreaker is tremedous fun.

Wizardry - is magic in the world said to come from some "force" or "mana" or somesuch? The "worship" of this "essence" is wizardry. Oh, sure it seems secular in your game, and it is more or less. But that doesn't mean that the deep study that's supposed to occur for these types doesn't work perfectly as worship. That is, the parallels are perfect, even if there's no monotheistic god at the head of all of it. Does the sort of magician in question learn from books? Then his school is heavy on the Grimoires. Do they use "mental powers"? Then the school has just spells.

I was surprised, pleasantly by how little you really have to do to alter any of these to get the same magic tropes to be able to be used.


Anyhow, any specific questions about any of this as it pertains to the conversions? Or would you like to run through an example of one of your characters?

Mike

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On 10/23/2004 at 4:39am, Tom B wrote:
RE: Designing new Keywords

Mike, thanks for your detailed reply. I need to think on it a bit.

True, the characters are quite experienced. In game time, they've been active for about 15 years or so, with a couple of ~5 year breaks where their activities were bluebooked. Darkurthe characters begin as fairly butch characters as well.

Since I'm new to using HeroQuest, my initial thought was to create their characters as they were in the beginning...and then to bring them up to current by providing proper abilities and additional Keywords if necessary to reflect their current abilities.

My first question is: what is the tradeoff for bumping or adding individual abilities vs. providing bonuses to the actual Keywords or adding new Keywords?

If I were starting a new campaign, I would probably Gloranthify the setting enough for common magic. However, since that isn't how the initial characters were designed, I'm inclined not to. So, I'm left with two characters who actively use magic and one who doesn't. (BTW, the Magent was based on the concept of the same name from Rolemaster. Kulthea has also played a fairly significant role in my campaign...gateways are wonderful things...)

My second question is: what is fair for the non-magic user? It sounds like I should go ahead and allow an extra Keyword of some type to reflect what's special about the character. The player makes this difficult, as he's not the most imaginative, and tends not to get real involved except for fights. In the campaign itself, the current character is 'compensated' and has advantages putting him on par with the others. I can handle that in the 'catch-up' phase...but am left with trying to balance the beginning characters. I want to do this more to understand how for future reference than because I think it will strongly impact his character.

Just to compound matters slightly, the non-magic user is also the only pure human of the party, so the others get some racial abilities as well (not full racial keywords, since they were raised more in human culture than their own).

So...I want to do something for the poor fighter...

The other approach I've considered is simply working spells and affinities into their occupational keywords. Magent-type spells for the Magent and appropriate Affinities/Feats for the Priest. I'm not real happy with this, though, because it limits their non-magical abilities or overly inflates their occupational keyword.

So, I think the best solution is to come up with an appropriate compensating keyword for the fighter. What do you think?

(Sorry if I rambled a bit there...point out anything that's unclear and I'll try to be a bit more coherent...)

Tom B.

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On 10/25/2004 at 2:35pm, Mike Holmes wrote:
RE: Designing new Keywords

Tom B wrote: True, the characters are quite experienced. In game time, they've been active for about 15 years or so, with a couple of ~5 year breaks where their activities were bluebooked. Darkurthe characters begin as fairly butch characters as well.
See the "Saga System" on the page following "Advanced Experience." It suggests +1 to keyword levels for every year that the character has been around between adventures. Basically it's a development system to cover things like those five year gaps. And a well thought out one in that raising keywords only makes characters more powerful in a very broad sense, rather than making them specifically good at any one thing.

To become good at specifics requires Hero Points to stack on top of the keywords. Give the characters from 5 to 10 per adventure that they played through. Yeah, if that's 30 full adventures, then give them 200 HP to add. Raise the maximum expenditure limit, too, to, say, 20 or even 25. That makes the maximum "stack" (with keyword advances) 12W2 to 17W2, or mid-to-high master range. Not even Master's master yet in anything, and still far short of legendary heroes (which starts at about 4 masteries).

Since I'm new to using HeroQuest, my initial thought was to create their characters as they were in the beginning...and then to bring them up to current by providing proper abilities and additional Keywords if necessary to reflect their current abilities.
This is exactly what I'd suggest. In fact, if the player wants to add a keyword, just charge him one of the Saga System points to start it at 13.

My first question is: what is the tradeoff for bumping or adding individual abilities vs. providing bonuses to the actual Keywords or adding new Keywords?
Generally, adding new keywords doesn't add a lot of power, it just broadens the character's ability to respond to situations. Which, from one POV, doesn't mean anything, really. Depends on how you frame contests.

I'm all for adding keywords. I think it fleshes out characters in a very interesting way. Even if you were to "balance" out the characters without magic by adding a keyword, it wouldn't be a bad thing from that POV. It's just unneccessary.

If I were starting a new campaign, I would probably Gloranthify the setting enough for common magic. However, since that isn't how the initial characters were designed, I'm inclined not to. So, I'm left with two characters who actively use magic and one who doesn't. (BTW, the Magent was based on the concept of the same name from Rolemaster. Kulthea has also played a fairly significant role in my campaign...gateways are wonderful things...)
Ahhh. :-)

Anyhow, your characters don't utter things like "Thor Protect Us!" before running into battle? They don't have lucky charms that they've picked up along the way (+1 to Save) and the like? They don't have "cantrips" (ala D&D)? They don't know little magic remedies for colds? They don't chant something their brother taught them while sharpening their blade?

Here's the thing. Common magic is the "small" magic that makes a fantasy world magical on the ground level. Even if the world in question doesn't spell this stuff out explicitly (and I bet it does in some way if you look for it), even then it does a world good to add this stuff to it. Nowhere in the Kulthea stuff does it mention "charms" specifically as a form of magic item. But characters all over have +5 RR vs Cold Broach, and the like. Well, why shouldn't this be common magic? Why not handle it that way?

The point is that you'll find that adding this, generally, makes things a lot more interesting. Even if the characters in question don't seem to have common magic now, does that mean that nobody does? The question is not whether the characters have common magic, neccessarily, but can they have it. Can they pick it up? It's very fun for players to be able to cement abilities like that sword sharpening chant. They see some soldier somewhere doing it, and pick it up. Now, suddenly, the character is linked to the setting in yet another way.

Anyhow, I only recently realized this myself, and so have been playing mostly without this, too. But I'm very excited to get it into play more going forward.

My second question is: what is fair for the non-magic user? It sounds like I should go ahead and allow an extra Keyword of some type to reflect what's special about the character. The player makes this difficult, as he's not the most imaginative, and tends not to get real involved except for fights. In the campaign itself, the current character is 'compensated' and has advantages putting him on par with the others. I can handle that in the 'catch-up' phase...but am left with trying to balance the beginning characters. I want to do this more to understand how for future reference than because I think it will strongly impact his character.
First, I put balance in quotes quite a lot, because in HQ, balance is somewhat different than in other games. That is, you can pretty much ignore it, in terms of power. Because of the nature of how contest are framed, and how they resolve, you can have Pippen and Boromir in the same story, and they're both equally protagonists. The quality of a character as a protagonist is based on how well the player links the character to the setting.

This is a trememendous advantage over other systems.

The "special" reasoning comes from the conversion of Shadowrun that we did where we had to find some way of accomodating things like Cybernetics. The point is that it's not just "something special" but "something special that relates to the genre of the game in question." For a fantasy game, that means, mostly, magic. And, again, the choice not to have magic is a consicous one.

Let me ask a very deep question about the game. What do you see as the underlying question asked by the Darkurthe setting? What, as a whole, makes it interesting?

I've never looked at it closely, but what I know is that it's "dark" (doesn't take much to get that from the title), and that it's "Gothic." How did this come about? That is, what makes it dark? I'm assuming that there's some ascendant force of some sort, either magical or physical (or both) that's come to power, and which is generally a nemisis for characters to deal with. Either in terms of actively fighting against this force, or in terms of dealing with it's temptations?

Am I close? In Ravenloft, you have the gothic tale of the curse of a vampire settled over a land. Which gives the characters an obvious goal. Is it something like this?

The point is that, what HQ does well, is to bring out this sort of setting-based conflict. In Shadow World (see how close the names of these two games are?) the overall conflict is the current ascendancy of the Unlife, as I see it. The questions it asks are how a culturally diverse world deals with an impinging universal evil. As the cultures are secluded from each other, they are each individually easier to pick off by the forces of evil. The Loremasters have their imperative to help, but also their "prime directive." So it's up to individuals to decide which is more important - their own culture's uniqueness, or banding together to fight something more potent.

Rolemaster promotes looking at these questions about as well as cancer promotes good health. With HQ, however, the characters become linked to the setting intrinsically. And the question can't help but get asked.

Now, how does this relate to "special powers"? Well, the unlife is anti-essence. Basically, the character's choice of magic says something really important about where they stand in relation to the nemisis in question. The foe is a magical one. Do you deal with that with "good magic"? From the gods who seem to have abandoned the world, though they saved it once from the Unlife? Or do you counter it with good essence? The power of the mind? Do you fight fire with fire, and use the anti-essence yourself, and risk falling into the trap of it's addiction (I have several characters who deal with this issue)?

For Shadow World, that third keyword is "What special ability I have that says what I believe about how to deal with the magical problems of the world." Being allowed to say, "I avoid magic" is a pretty important option. Or even, "I haven't decided yet." Because with that latter answer, the big question of "how" can be a decision made by the character in play.

See what I'm saying? If I give the character something in compensation for not taking a keyword, then I'm saying that this "gap" is thematically unimportant, and that I have to fill it with something to keep the character relevant in some other way. All the rules about gaining a religion in play in the HQ rules are intended to point out how much theme a player can generate by making a decision about his character's outward beliefs.

Now, if in fact, Darkurthe is not about troubles with magic and evil, then it might do to have the "special ability" be broader. But given that you don't seem to be able to identify it, I'm guessing that, in fact it is magic. In which case, it's the same as SW and Glorantha, meaning that the character is as good, or even better, to play without the replacement keyword.

Keep that in mind, this is a deliberate design feature. In Glorantha, too, characters can start without magic, with the same "gap" on their character sheet. This is not an omission, it's quite intentional.

Just to compound matters slightly, the non-magic user is also the only pure human of the party, so the others get some racial abilities as well (not full racial keywords, since they were raised more in human culture than their own).

So...I want to do something for the poor fighter...
Well, this is a different issue. HQ "solves" this problem by recommending playing only humans, so I agree that it's problematic where you want to have more species.

My solution to this problem was, in fact, to rule that every single "hero" that the characters generate, get something special for free. This includes species. So, yeah, basically I agree here, that you should give something to compensate.

But that's a broad statement. To large degree this is only the case if the species in question really make the character thematically more interesting. For example, I have several human races that vary slightly. One might have Tall 10, Hardy 10 as the sum total of their "species" (Race, actually, in this case) keyword. I don't charge the "extra ability" for these. For elves, who are immortal in Kulthea, and have all manner of abilities that make them racially superior to humans, yeah, I charge the special ability.

So, when it all comes down to it, I agree that he should get something compensatory for the species consideration. And, yeah, one of the things that I allow is an additional keyword. I also allow several other things. Here's the list I give out:


• Shaman Keyword (or other) for Specialized Magic
• Additional "Traveler" Keyword (per Advanced Experience in the rules)
• Boost a Keyword to 4W (instead of the original 17) - represents about 7 to 10 extra years of experience in that field or so, or just a lot of natural talent
• Powerful Magic Item Keyword
• Special Species Keyword (Giant, Fey, Demon, Construct, etc.)
• An additional Keyword - Could be bi-cultural, dual occupation, dual magic, additional religion, etc.
• Extraordinary Ability - a single ability that starts around 10W2
• Extrememly Broad Ability - for example, Luck 17 (applicable augment to just about every roll)
• Anything else that makes a concept fit into the rules (limited in such a way as to not make the character out of scope with the other PCs in terms of ability).


So, after saying that I wouldn't give a compensation for magic, I'm saying that I would give one for species, yes. But this is because, for example, being human with the system says less about the character than having the weird species does. Again, not having magic says as much about a character as having magic does.

As I said above, many of the new characters in my game do not have magic, and get no compensation for it. Their "compensation" is that the game is going to be focused on them finding their magic, or continuing to deny it. For your player, all you have to do is offer him ways to do magic in play - religions that try to recruit him - and you've suddenly got important thematic stuff going on.

Leads me to another question - how are you doing religions in terms of cultures? You're not allowing any homelands to not have an associated religion keyword, are you? From one POV, every character with a homeland, does have a magic keyword, and this is it. For theists and wizardry worshippers, it's a matter of being able to call on their diety for divine aid. It doesn't hardly ever work, but that's the point, again.

Basically, no character should get created that doesn't have some stance on religion - even if it's "I don't go to church much."

The other approach I've considered is simply working spells and affinities into their occupational keywords. Magent-type spells for the Magent and appropriate Affinities/Feats for the Priest. I'm not real happy with this, though, because it limits their non-magical abilities or overly inflates their occupational keyword.
Yeah I quite agree. This only disguises the "problem" without allowing it to actually be a problem. It also makes magical progression harder to interperet. I'd definitely refrain from going this way.

Mike

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On 10/25/2004 at 6:45pm, Tom B wrote:
RE: Designing new Keywords

Wow, another great reply. I think you've definitely helped me hammer out the basic issues I was trying to resolve. The religion situation is a bit different from Glorantha, in that you have one primary light and one primary dark deities. Beneath them are a plethora of deities which have their own individual religions and sets of worshippers, but there are two overarching deities. The churches for them are paramount and widespread, and the only ones with wide organizations. Many people will worship them while calling on 'lower' deities for specific areas of help.

The 'Dark' in 'Darkurthe' is primarily environmental, with supernatural consequences. Darkurthe is in a figure-'8' orbit around two suns. One is bright (the Harvest Sun) and one is dark (the Nether Sun). Luckily, the dark half of the year is shorter, but extreme. Beginning with Storm Season when Darkurthe passes between the two, the days become dimmer and temperatures drop. There is an extreme period as the Nether Sun eclipses the Harvest Sun, and an extended very tough period as the world swings back toward the Harvest Sun again. The Nether Sun does provide radiance, but it is normally visible only to creatures of evil and those who fight them. Many gateways and supernatural threats become much more active during the dark half of the year. Anyway, there's a lot more, but that's the gist. It has made for a fascinating setting...very popular with my group.

Put in the terms you outlined, I can see a 'Common Magic' keyword working. That takes care of the Keyword imbalance I was having. To balance the lack of a racial keyword, I will be providing the human character with a 'well-traveled' keyword, as he is the only character originating from outside the known lands.

I think you've pretty much addressed my questions. Now I just have to sit down and get it all written out in detail.

Mucho thanks!

Tom B.

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On 10/25/2004 at 9:06pm, Mike Holmes wrote:
RE: Designing new Keywords

Religions are religions, I've discovered. That is, I don't see the situation that you've enumerated as making it neccessary to make any changes to how HQ handles the religions in your game. From what I can see, you've got a single pantheon worshipped differently in different places (or maybe universally). There are two "great gods" and then all sorts of aspects, etc.

Not seeing any problem here at all.

Many gateways and supernatural threats become much more active during the dark half of the year.
There's that nemesis effect I was talking about. This sounds to me, in combination with the light and dark dieties, to be the premise of the setting. I'm seeing an implicit, "Where do you stand on the light/dark issue?" Which is essentially one of belief, etc. More or less like I was guessing. As such, I think the subject of religion seems central enough to allow for the "gap" to exist for those players who want to say that their characters don't have magic.

Remember that, with the HQ system, this means that said character can move into having a magic keyword. If it should become suitable to do so.


On common magic, keep in mind that it's the GM's prerogative to either allow or deny the Common Magic keyword to starting characters who have a specialized magic keyword.

Mike

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