Topic: [HeroQuest]A Hero's Dilemma: Prep and chargen
Started by: Peter Nordstrand
Started on: 1/24/2005
Board: Actual Play
On 1/24/2005 at 11:35pm, Peter Nordstrand wrote:
[HeroQuest]A Hero's Dilemma: Prep and chargen
"How can this be healed?" asked Orlanth.
"It cannot be," Chalana said. "This is a grief without limits. There can be no balancing in this, only sorrow."
Here follows a brief summary of my upcoming Heortling game. This first post is about my pre-chargen preparations, presented in no particular order.
The player heroes will all be connected to the Owl Clan in one way or the other. The current year is 1620.
The Owl Clan is now the Broken Clan, living on the brink of extermination. The population is heavily decimated and has gone from well over 1,000 to about 350 members. The clan has lost countless able-bodied men in the many wars and rebellions following the Lunar invasion in 1602.
Things have become so bad that most clan members now suffer from the flaw Undernourished 17.
Backstory
I made up a backstory for my game, centering around two conflicts; one secular and one religious. As usual in Glorantha, there are no clear-cut lines between the two.
1. Secular Conflict
The secular conflict is heavily inspired by Hrafnkel's Saga.
The Owl Clan was originally part of the Culbrea Tribe, but was forced by the Lunars to join the Aranwyth Tribe after a short inter-tribal war in 1615. In the post-war turmoil, clan chieftain Tormakt Daylanusgodi was assaulted and driven off by Roganvarth Eaglenose of the Toena Clan of the Aranwyth Tribe. Roganvarth let his opponent live as long as he swore to leave and never to return. Roganvarth then made peace by marrying one of the wealthiest women of the Owl Clan. He moved to her stead, and used her political clout to make himself clan chieftain.
Meanwhile, Tormakt and his closest supporters settled in the wilderness just outside the Owl Clan territory. For half a decade, Tormakt has been making allies, patiently awaiting the right time to take back his rightful position …
2. Religious Conflict
The religious conflict can be summarized as follows:
* Yelmalion mercenaries are occupying the Hill of Orlanth Victorious, which is sacred and used to be the center of clan worship (see Dragon Pass: Land of Thunder, p. 33).
* Roganvarth has replaced several of the traditional Orlanthi customs of the clan with Elmali traditions, such as the Anatyr Ring (see Masters of Luck and Death, p. 9).
* Lunar authorities have outlawed worship of Orlanth, even though they don't really care to enforce it in far off places such as the Owl Clan. The Lunars know that the clan is broken.
The Premise
This is is meant to be a campaign that focuses on secular and religious conflicts that threaten to tear apart the very community that the antagonists belong to.
Are you willing to risk the destruction of your clan in order to save it from that which threatens it?
The threat in question is likely to be different for different characters.
John Hughes has pointed out that the "greatest" Gloranthan heroes, such as Arkat or Harrek, are of the kind that destroy their world in order to save it. What path will the player heroes choose?
Groups and People
I made a brief list of groups and people who are involved in the conflicts, to show the players.
-Tormakt Daylanusgodi
-Roganvarth Eaglenose
-"The Grandmothers": women (and some men) tired of the constant warfare and feuding that is destroying the clan. Who will tend the crops when there is constant unrest? Who will feed the children? The grandmothers put the welfare of the community before any other goal. They are also the most powerful clan faction, since most of the influential war-makers are either dead or exiled.
-Yelmalion Mercenaries.
-Lunars (the closest centre of Lunar population is in Jomesland to the north, see Dragon Pass: Land of Thunder, p. 35)
-Aranwyth Tribe, under the leadership of Elmali king Ilgalad Trollfriend.
-Culbrea Tribe, under the leadership of Ranulf Turn-Tail.
Note that at this stage I didn't really have much of a relationship map. I had Tormakt and Roganvarth, and Tormakts wealthy wife, but that's it. The rest were groups and communities who have an interest in the conflict. I did plan to make a proper R-map post chargen (and I did, more on that later).
Sources
I want to utilize a lot of the published material when running this game. My main Gloranthan sources at this stage are Thunder Rebels, Barbarian Adventures, and Masters of Luck and Death. Other relevant Gloranthan litterature includes Storm Tribe, Orlanth is Dead, and Dragon Pass: Land of Thunder.
The quote at the top is from "How to Solve Kinstrife" in Storm Tribe, p. 207.
***
I will post more later. Meanwhile, comments and questions are more than welcome! As you will see, the really cool and interesting stuff happened during and after character generation.
Cheers,
On 1/25/2005 at 12:17am, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
One more thing:
Of all the things that inspire me, the most important is other gamers.
The various actual play reports in this forum from people playing Well of Souls is so great to read. Well of Souls was very important to me, and I am pleased that other people find Chris' wonderful scenario interesting. Reading all kinds of actual play reports are surprisingly educational. Perhaps someone can find pleasure in reading this.
I have communicated with Ian Cooper about his Red Cow campaign, as well as with Erik Nolander (one of the players in that campaign and a good friend of mine). Hearing about Ian's campaign is what made me finally get my own Heortling game going.
Talking to other people about roleplaying has made roleplaying fun again. That's why I keep talking and posting, telling about my own experiences and reading about others.
Well, I just wanted to get that off my chest.
On 1/25/2005 at 3:36am, Bankuei wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Hi Peter,
Sounds good. The two easy ways to build an R-map would be either to poll your players for ideas or using relationships they make, or else try to create at least one figurehead for each political/religious/social group, and give them about 2 folks beneath them, who may have slightly or completely different views. I always try to give each group a little bit of their own internal issues if the group is going to be focal.
Also- don't forget your own contributions to Well of Souls- I'm looking forward to play reports that involve the HeroQuest in it!
Chris
On 1/25/2005 at 7:15am, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Hi Chris, and thank you.
Bankuei wrote: The two easy ways to build an R-map would be either to poll your players for ideas or using relationships they make, or else try to create at least one figurehead for each political/religious/social group, and give them about 2 folks beneath them, who may have slightly or completely different views. I always try to give each group a little bit of their own internal issues if the group is going to be focal.
As a matter of fact, I did a little bit of both. I have a lot more material about this particular region in Glorantha than I will ever need. It would be ridiculous to present it all here. Two examples, of many:
1. The Marriage Map
Heortling clans are out-marrying, i.e. to marry or have sexual relations with someone from your own clan is considered incestuous. As a part of my prep I made a kind of R-map that shows between which clans approximately 85% of all marriages happens. (A sizeable minority of marriages do not follow these institutionalised and traditional patterns. This is usually considered normal.)
For example, a quick look at this (rather extensive) map tells me that the women of the Owl Clan traditionally marry men of the Culbri Clan (of the Culbrea Tribe) and of the Gorde Clan (of the Cinsina Tribe), and move to their husband's clan. The men of the Owl Clan traditionally marry women from the Barlmani; again the women move to the men's clan. In addition to this, I've decided that men of the Toena Clan have been beginning to marry the women of the Owl Clan and -- contrary to local tradition -- move to the wives' clan. Roganvarth began this practice. In all of these cases I at least know the name of each clan's chieftain. Sometimes I know more than that. In my next post you will see that one of my players actively used my "M-map" in designing his character.
2. Masters of Luck and Death
I really wanted to include hero bands from Masters of Luck and Death in my game. It is easy to miss the fact that most of the bands in this book are story waiting to happen. There are no plots, only hero bands, characters, and conflicts. It is my belief that the book supports Story Now more than most recent releases from Issaries.
Each hero band includes a brief history, one or more conflicts in which the bands are involved (most of the ones that I wrote contain internal as well as external conflicts), and names some of the more prominent members of the band.
This is why I had the book within reach during chargen. Again, one of the players used one of the bands that I suggested when creating his hero. More about this in a future post.
Bankuei wrote: Well of Souls- I'm looking forward to play reports that involve the HeroQuest in it!Amen!
Cheers,
On 1/25/2005 at 9:27am, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Character Generation
Three players: Ola, Jesper, and Johan.
I told the players about the setting and conflicts mentioned above. I also showed them the map from Dragon Pass: Land of Thunder and introduced the local area briefly.
We chatted about possible characters for awhile. I demanded that each character have at least 2-3 relationships with people or groups (or people in groups) involved in the conflict.
I tried to encourage the players to have opinions and ideas about each others character concepts, but as usual they seemed reluctant to do this. Frankly, I have no idea how to get players to engage in the creation of each others characters. I say "feel free to …", but I guess everybody is afraid of stepping on each others toes or something. I hereby dub this the Your Guy Syndrome. I would really like suggestions for how to thoroughly banish this common yet irrational disorder.
I will introduce the three heroes, one at a time. Also, check out the keyword ratings. I made it clear from the start that I do not believe in the concept of game balance, and that I will assign keyword ratings to the characters that make sense in the context. Some characters will have higher ratings than others. The players had no problem at all accepting that. Note that all heroes have several abilities with substantially higher ratings than their keyword rating.
On 1/25/2005 at 9:29am, Peter Nordstrand wrote:
Gavin
CHARACTER 1: GAVIN
Gavin is played by Johan, who was in my Well of Souls game, my Sorcerer game and who've playtested a convention scenario with me that I wrote. His characters are always highly Bangable (eh, well, you know what I mean). I especially like Johans ability to come up with really melodramatic stuff. I am a sucker for melodrama.
Gavin
Gavin is the chief priest of the Owl Clan. His temple would have been the Hill of Orlanth Victorious had it not been occupied. He is a friend of the notable rebel leader Orngerin Thundercape, and a member of his hero band the Silent Wind (see Orlanth is Dead!). Gavin and Orngerin fought side by side in Starbrow's rebellion, and Gavin is a hardcore heortling rebel at heart.
When his brother died, Gavin felt that he had a responsibilty to take care of his widowed sister in law, Ismynda, and her three children (ages 5-8). So he married her! Gavin and Ismynda have no children of their own, and he suspects that she is doing something deliberately to avoid pregnancy. Ismynda is also daughter of Ranulf Turn-Tail, tribal king of the Culbrea (Ranulf is mentioned in each and every book in the Sartar Rising series and is called Turn-Tail because he fled battle with the Lunars during the rebellion, so he has quite a bad reputation among the rebels).
Gavin knows the magical secret of how to make firewater (no, it was the players idea, and I am fairly convinced he has not heard of Pete Darby's Serenwyn campaign that features a character with this specific ability).
Keywords: Heortling 17, Chief Priest 4W, Devotee of Daylanus Thunderous 10W.
Significant Relationships: Faithful to wife Ismynda, Stepfather to children, Son-in-law to King Ranulf Turn-Tail, Member of the Silent Wind heroband, Comrade in arms to Orngerin Thundercape.
Followers: A divine compainon (a hawk) and two retainers (an assistant priest, and an old man who helps him make firewater.)
Goal: To replace Roganvarth with a chieftain that worships Orlanth.
My Comments
This character connects beautifully to both the secular and religious conflicts. Johan used my M-map to connect his character to king Ranulf. I like that Gavin returned to his clan and took care of his brothers wife and children rather than follow Orngerin and his rebels. Both Ranulf and Orngerin can be used to put pressure on hero.
I suspect that Johan imagines that Ismynda does not love Gavin, and that that's why she won't get pregnant. I plan a surprise for him: Ismynda is deeply in love with and the reason she avoids pregnancy is that she suspects/knows/realizes that Gavin does not love her ... Ismynda will support Gavin in everything he does. She will try to help him out in all manners possible, and she is literally willing to sacrifice everything for her heroic husband! Ismynda's answer to the question "are you willing to risk the destruction of your clan in order to save it from that which threatens Gavin?" is undoubtedly YES!!
Coming up with Bangs for Gavin/Johan will be easy. More on that later.
[EDITED to clarify things]
On 1/25/2005 at 12:20pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
CHARACTER 2: JOTARLYS
Jotarlys is played by Jesper, who was in my Well of Souls game.
Jotarlys
Jotarlys is a member of the Inner Ring (the clan council), and the leader of the clan scouts. The scouts is a part-time force consisting mainly of hunters and herders, and perhaps a rider or two. He is also the clan horsemaster. His mother is re-married to Roganvarth, who is a lot younger than her. Jotarlys mother is Frieda No-Buts one of the clan elders, and the leader of the Grandmothers faction. Frieda also sits on the Ring.
Jotarlys father, who died in the wars, was Clan Champion. Jotarlys is now the last surviving member of the Stonebuilder bloodline.
Jotarlys is an initiate of Elmal, who is the Heortling sun god. However, he is drawn to the rival sun god Yelmalio, whose worshippers sometimes visit the clan wearing nice clothes, cool sun-symbols and large horses. And they look hale and hearty too. He is a friend of the leader of the mercenaries at the Hill of Orlanth Victorious, a genial fellow named Belonni.
He is secretly a member of the Forloss Raiders (see Masters of Luck and Death). The Raiders are essentially glorified bandits, hiding behind revolutionary rhethorics and a proud history. Jotarlys considers supporting Inganna Speaks-With-Horses who is planning to challenge the current leader Aski for the leadership of the band.
Keywords: Heortling 17, Warrior 14W, Initiate of Beren Elmal 17.
Significant Relationships: Loves Mother Frieda, Stepson of Roganvarth, Loyal to Inganna Speaks-with-Horses, Friend of dedecuron Belonni, Last of the Stonebuilder Bloodline.
Followers: A horse sidekick.
Goal: To become clan chieftain. (Jesper seems not to have made up his mind completely about this, but I hope he keeps it.)
Significant Personality Traits:Tempted by Yelmalio.
My Comments
Another first-rate premise-adressing character ready to get a bucketload shit thrown at him. I am very pleased.
It was Jesper's idea both that his mother be married to Roganvarth, and that she was the leader of the Grandmothers. This was not at all what I had in mind, but I am perfectly willing to change things to suit the players.
When Jesper started brain storming about his character, I showed him the Forless Raiders from Masters of Luck and Death. It fitted his concept perfectly, and he kept coming up with ideas after that.
One thing that really triggered me about Jotarlys was the fact that he was the last of his bloodline. So I made up a lot of cool stuff about this. I showed it to Jesper (it is his character so I need his permission) and he liked it.
Here it is:
Ilgaladstead
Ilgaladstead was formerly called Hindalstead and belonged to the Stonebuilder bloodline. When Roganvarth married Frieda, he changed the name of the stead to honor (and appeace) his tribal king Ilgalad Trollfriend.
The main building is several hundred years old and is built entirely in stone, which is very rare.
Hindal Stonebuilder (Guardian)
Hindal Stonebuilder is the guardian of Hindalstead. He built the stead and founded the bloodline that carries his name. Hindal grants his powers only to a chosen member of his bloodline. This means that Hindal's functions only are available when Jotarlys is present.
Form: A stone altar.
Functions:
Awareness—The Coast is Clear 15W.
Blessing—Summon Ancestors (ritual) 5W3.
Defense—Keep the Enemy Out 15W2.
On 1/27/2005 at 12:18am, Peter Nordstrand wrote:
Abraxalor
CHARACTER 3: ABRAXALOR
Abraxalor is played by Ola. I've roleplayed with Ola many, many times, mostly various White Wolf games, before I got tired of them. We haven't played together in the last couple of years, though.
Abraxalor (Name may change)
Abraxalor is a warrior, and a devotee of Rigsdal (the pole star & god of Vigilance and Night Watchmen).
Abraxalor's mother Mikara is the sister of Frieda No-Buts, who is the leader of the Grandmothers faction and mother of Jotarlys (Jesper's hero). Mikara has told Tormakt that she has prophesised that her son will play an important role in the battle for power in the clan. Apparently Mikara often has visions, but her divinations and self-proclaimed prophesies are rarely correct.
When Tormakt was forced to leave the clan, Abraxalor secretly stayed loyal to the former chieftain. On a suggestion from Tormakt, he enlisted with the Yelmalion mercenaries guarding the hill of Orlanth Victorious. Presumably to find out their strengths and weaknesses. The Yelmalions are occupiers, after all. It turns out that the Yelmalions have hired several Rigsdali watchmen, and Abraxalor befriends them.
Abraxas has a great deal of respect and trust for his aunt Frieda. He believes that Frieda is willing to fight for what is right, and that her apparent lack of rebellious action is a mere strategy to reach a higher goal.
Keywords: Heortling 17, Foot Soldier 5W, Initiate of Rigsdal 20.
Significant Relationships: Loyal to Tormakt, Thinks Highly of Aunt Frieda, Indulgent Towards Mother Mikara, Member of Yelmalion mercenary band, Feels Affinity with Rigsdal-worshipping Friends.
Goal: (He hasn't decided yet)
Significant Personality Traits: Cares about the Welfare of his Clan.
My Comments
At first, I think Ola tried to make a character with no real connections at all. His character had enlisted with an enemy force (and was therefore was not very well liked by the clan) and had been gone for years. He has some kind of connection with the former chieftain, but their alliance is a secret. At this stage, his only real relationship within the clan was Frieda, and he decided that she was his character's aunt, and it it was not really decided what he felt about her.
At first I didn't see it, but then I realized that he was probably trying to create the default Outsider Player Character (tm). You know the one that has a backstory that has only one purpose: To make a character that is optimized to solve whatever puzzle or mission the GM will throw at him. However, since there will be no mission to accomplish, this is a problem.
So I explained my concern to Ola. I pointed out that the lone wolf concept will not be fun for him at all. He accepted that, and spent a lot of time brainstorming around his relationships and what they were about. Eventually, I think things have worked out well. It will be easy to come up with Bangs for this character as well.
There are things in this characters backstory that I don't think I quite get. For example, the whole prophesy thing was important to Ola, but I don't find it very interesting at all. When he talked about it, I just said said "uh, okay" and that was it, but he seemed to like it. Another thing that seems really important to Ola is that when Abraxas recently returned to his clan, he was instrumental in driving off some raiding Telmori (a stone age werewolf people). Well, okay. So what? Why is that important. I blame myself for not getting it.
At first it worried me that I seem unable to fully understand what it is with these things that makes Ola tick. However, I just came up with a fantastic solution.
Are you ready?
Okay, here we go:
1.
Make sure that Abraxalor gets an ability with a rating for each and every idea of his that I don't quite get. ("Saved Village from Werewolfs 19", for example)
2.
Make up Bangs on the basis of these abilities.
This is really great, and I am so proud of coming up with this all by myself.
Feedback is always appreciated.
On 1/27/2005 at 12:00pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
I found the John Hughes quote I was referring to in my first post, on my own website no less.
John Hughes wrote: One thing I've always emphasised in my games is the way some (most?) of the greater Gloranthan heroes work to an alien, non-human scale of values. No one merely-human survives contact. Such heroes destroy the village (city, country, continent...) in order to save it. For those who encounter them, (or their armies), there is only suffering, bloodshed and death. [...]
The land is afflicted by a hero...
This is one way of talking about the premise of this campaign.
On 1/27/2005 at 4:17pm, cappadocius wrote:
Re: Abraxalor
Peter Nordstrand wrote: He has some kind of connection with the former chieftain, but their alliance is a secret.
the whole prophesy thing was important to Ola, but I don't find it very interesting at all.
Another thing that seems really important to Ola is that when Abraxas recently returned to his clan, he was instrumental in driving off some raiding Telmori (a stone age werewolf people).
Alabraxas wants to be a Hero. Hell, the lack of relationships thing was even better for the vibe I'm getting from this. Outsider within the Clan, someone whom no one likes or respects, wants to get that respect - how do you get it? You save the Clan, you be the Hero, and everyone will look up to and admire the poor bullied outcast. How far will he go to be the Hero? What will he sacrifice? Will he throw aside the few real connections and friendships he has on the road to the top, or will he realize that Heroes are even more alone than he is now?
Seems to me this character sums up the broader premise at least as well as the other two!
On 1/27/2005 at 10:57pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
I've recently been sorta challenging the whole "outsider" as unsuitable idea in HQ. That is, I understand the theoretical issue, and agree that if the player thinks that his character is going to be all about problem-solving that there's simply a CA problem going on. But can't you have good stories about outsiders?
I think that, as long as the player realizes that HQ is about relationships and such, that the outsider is quite viable, in fact. There are implicit issues with all outsiders, and powerful ones. In fact, at Origins this year I was slated to run "Return to Apple Lane" the HQ version of the old RQ classic. And it was very well devised in HQ fashion. The characters were all ones who had left from the Apple Lane that we all knew from RQ, and come back to one that had been under Lunar control for a while, and generally in a slide. The characters, of course, during their long journeys, had all adopted other cultures, and other religions. Now, as they returned home, the classic premise of "Can you go home again?" is in the air.
What HQ does in these cases is point out the lack of relationships just as clearly as it does when characters have relationships. Further, the way that HP spending works, you find characters often very quickly gaining relationships in play. This is just as potent, or more potent than long-term relationships, as issues of trust and permenance become issues.
Because the obvious premise in the outsider case, is "Where is home?" or, even more prominently, "Who is my family?" Also, "Who are my people?" Give the outsider more than one choice, better yet, conflicting choices here, and it becomes more than a little thematically charged.
So do you think you might want to reconsider for this game, and allow the outsider concept? Yes, it's been said that in HQ, that the friendless man is in dire trouble. How is that a bad thing for drama? How does it not drive directly to a dramatic outcome?
So I'd look at the idea again. If the player is thinking in these terms, then maybe it's not such a bad idea. I mean, think about the movie Yojimbo for a moment...
Mike
On 1/28/2005 at 3:19am, newsalor wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
You campaign souds very good. My campaign also started with the Culbrea tribe, though now the rebellious PCs have been given lesser outlawry, because they managed to make the wrong lunars angry.
I'll try to give you more detailed comments after my next exam is finished.
On 1/28/2005 at 8:15am, Peter Nordstrand wrote:
RE: Re: Abraxalor
Hi Ian (cappadocius),
You may very well be right. Thank you for the tip; most helpful, indeed. I will prepare a couple of Bangs along the lines you suggest. If it gets Ola all fired up, I know I'm on the right track.
Cheers,
On 1/28/2005 at 9:52am, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Howdy Mike,
Thank you for your comments. I think we agree. I'll just try to clarify what I mean.
Let me emphasize that Ola isn't doing anything wrong. He is intelligent, creative, and funny. I look forward to game with him again. The fact that I don't quite get what he is trying to do is my problem, and I am responsible for coming up with a solution. Yes, my original concern was one of Creative Agenda: Is he making a character suitable for Nar play?
This is what I told of Ola: Your hero must have 2-3 relationships with people and/or groups involved (see Groups & People in my first post). The nature of these relationships can be positive, negative, or anything you want. However, they must be meaningful in that both your character and you, the player, must find these relationships interesting. When the groups and people that you have relationships to take action, you (player and character) must care.
Of course you can have great stories about outsiders, but can you have good stories without relationships between people? No way! Admittedly, I haven't seen Yojimbo in almost twenty years (am I really that old?), and have a clearer memory of the other versions of that story. Surely, the main character in these pictures have relationships. He may not have them at the start of the film, but he rapidly develops pretty high ability ratings.
In my opinion, all of the following abilities are examples of valid relationships:
Outsider
Alienated from Clan
Black Sheep of Family
Ignored by Tormakt
Why Don't Frieda Like Me?
Return to Apple Lane, by the way, is about people who have become outsiders in their own community, yes. It is also all about relationships; to their village, their family, and to their new cultures and religions.
But I think we agree.
In short I did allow the outsider concept. In my opinion, the outsider is fully compatible with the restrictions I placed on character creation. I should have been clearer in my earlier post.
However, this campaign is not just about any conflict. It is about the conflicts outlined in my first post. I give the players total freedom to decide most things, but I do demand that they in one way or the other are connected to the people involved in these conflicts. Naturally, this is not the only way to handle things, but it is how I've chose to handle it in this particular game. The funny thing is that both Jesper and Johan (who played Well of Souls with me) seemed quite puzzled when I didn't show them a complete relationship map to attach their characters to. They wanted clearer directions and less freedom, I think. I can sympathize with that. The best protagonists aren't created out of thin air, they are firmly placed in a context.
Finally, one very important thing is missing from Abraxalor's character sheet: His goal. Once we know his aspirations, things will become clearer. If his goal is to become a respected clan member I will probably have to prepare a different set of bangs than if it is to make peace between Tormakt and Roganvarth.
Let me know if I make sense.
All the best,
On 1/28/2005 at 2:49pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Makes complete sense, and we completely agree. What I'd say, however, is that what's important is not to start with the relationships, neccessarily. As you point out in Yojimbo, the relationships all get established after the film starts - starting with the "neutral" barkeep.
My point is that I think you can start with no relationships, if the player understands the CA to mean that he should make his first order of business getting connected to the relationship map. Rather, that all of the premise is specifically how he'll get connected to the map. The lack of relationships is only problematic if the players intent is counter to the CA, and he avoids getting entangled. If the player knows the score, and realizes that this won't work for this game, then I don't think there are any problems.
In fact, I think that drawing out the anticipation is actually valid in this format. That is, if the player spends a lot of time testing the waters of each relationship before committing to any of them, I think this is very appropriate to the themes in question. That is, I wouldn't even pressure the player to get some relationships right away in play - my only requirement would be that his play was about whether or not to get said relationships. In fact, if the character leaves town at the end having decided not to obtain any relationships, I think that's fine, as long as there were moments during play where it might have gone differently. Because, again, the theme generated by this - avoiding engagement at the loss of potential relationships - is quite powerful itself.
Now is this a potentially difficult thing to guage? I'm sure it is. But I don't think that it's impossible.
Relationships are not the only thing that one can use to have NPCs "grab" the character. Again, in Yojimbo, everybody wants him at first solely because he's the guy who can kick everyone's ass, and who can break the deadlock between the two gangs in the town. Check out what it is that the outsider has, and make that commodity what the NPCs need. Then have the NPCs offer relationships. Acceptance, rejection; it's all good.
Here's the cliche to remember to throw at the PC, "Don't you care about anything but yourself!" As long as the player narrates that obligatory three second pause in the character's step as he walks away, it's working.
Mike
On 1/28/2005 at 7:45pm, Different Games wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Peter Nordstrand wrote: Character GenerationTry framing the character creation process differently next time. Tell them "I want all of us to jointly describe the characters. Until we're done, none of these characters belong to any of you individually. We'll describe one more hero than there are players, and when they're finished you each get to pick one. And everyone has to agree on which character they get. No one gets stuck with someone they don't want."
I tried to encourage the players to have opinions and ideas about each others character concepts, but as usual they seemed reluctant to do this. Frankly, I have no idea how to get players to engage in the creation of each others characters. I say "feel free to …", but I guess everybody is afraid of stepping on each others toes or something. I hereby dub this the Your Guy Syndrome. I would really like suggestions for how to thoroughly banish this common yet irrational disorder.
This hopefully gets the players thinking about the situation and what makes a good story.
On 1/28/2005 at 9:06pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Ah, yes, Alyria storymapping. Good call, Mike.
You're Guy Syndrome. Very good.
Sometimes if you just talk about the situation, which most players can get into, they'll just start discussing potential character types. Sometimes it's not so much neccessary to get people commenting on each other's characters, but just to establish a consensus of what's cool for play before generating them. A keen GM can then watch the players to make sure that they're not going off of the consensus.
If their concept is, in fact, sorta radical, then say this, "Bob's character isn't really what I thought we'd discussed, everyone, I think I'm going to disallow it, but I'll hear arguments for keeping him in, if anyone has any." This turns the "Your Guy" instinct on it's ear, and gets the player thinking about why the player should be allowed to do it. If, in fact, they can't defend it, then you know it needs alteration.
There's always brute force methods, too, though I'm not sure how good they are. Like each player to the right of you makes up one thing that links your character to the situation in a way that interests them (or every player does this with every character, if you have only a few). The player with the character can veto, but play can't begin until they agree on something. Again, forcing them to interact and form an approval.
Mike
On 1/28/2005 at 9:12pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Mike & Mike,
That was exactly what I was looking for. It makes sense. Thank you-
Cheers,
On 1/28/2005 at 11:33pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
I have uploaded the relationship map to my website:
http://www.geocities.com/doctorpeace/r-map_english.pdf
Next: Character writeups.
Cheers,
On 1/29/2005 at 12:08pm, Peter Nordstrand wrote:
Notes regarding the relationship map
A few notes regarding the relationship map.
Look closely and you'll see that it is actually three separate maps, but two of them are connected. At first I made one map for each player hero. I put the hero in the center, and attached his relationships. Frieda showed up on both Jotarlys' and Abraxalor's maps, which is why they connect.
Most of the narrator characters on the map were made up by the players. The only exceptions being Roganvarth, Tormakt, Inganna, and Ranulf Turn-Tail. Before character generation I did know (1) that there was a clan grandmother, and (2) that Roganvarth had married an influential woman of the clan. It was the player, however, who decided that they were one and the same. [EDIT: Meaning that Roganvarth suddenly became a lot younger than I had originally imagined, which was fine.]
The purpose of making this r-map is two-fold: (1) It is a fantastic tool to use during actual play. Both I and the players can refer to it. (2) I will use it during prep. The characters on r-map are the most important ones, because they are chosen by the players, and therefore they can be assumed to be the ones that they are most interested in interacting with! I will spend a lot of my remaining prep time on the characters on the map. In essence, this map is a way of letting the players influence the game, and since they made up most of the NPCs they are influential, indeed.
Cheers,
On 1/30/2005 at 12:45pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
I have a pretty vague idea about several of the narrator characters; most lack elaborate backstories or deep psychological drives. I will let the characters be governed by their relationships and their priorities. Each description ends with a question or two that summarizes that particular characters priorities. I got this idea from Chris Chinn (bankuei), who used the method in Well of Souls.
In addition to the characters mentioned on the R-map, I mention a number of other NPCs. I have made no special effort in describing them. They are there mostly because I am bad at making up characters and names on the fly. Will they be important in the campaign? I don't know. Maybe. Maybe not. It depends on what happens in actual play.
I have used the Master Heortling Names & Epiphets List when assigning names and epithets. Naturally, in my game I translate the epithets to Swedish, with entertaining result.
I will bew posting the narrator characters in groups. Here is the first batch.
TEAM ROGANVARTH
Roganvarth Eaglenose
Clan Chieftain
Roganvarth was never really supposed to become chieftain of any clan. Yet, after the Sheep and Owl War of 1615 he saw an opportunity and took it. He had a chance to kill Tormakt, but could not bring himself to do it, and exiled the former chieftain instead.
Roganvarth wants to be well-liked and respected. He does care about the wellbeing of the clan, but above all he yearns for recognition as a leader. Not many people believed in him as a leader. If his backbiters were to be proven right, Roganvarth would feel dishonored. Therefore, his first priority is always to stay in power.
It is important for the chieftain to stay on good terms with Frieda, which is probably the main reason why Jotarlys (Jesper's hero) is on the Clan Ring.
What can I do to gain recognition as a leader? What must I do to stay in power?
Keywords : Heortling Warrior 1W2, Initiate of Anatyr Elmal 17 (Rule Clan), Initiate of Elmal Hearthguard 13W (Combat, Defense, Light).
Personality: Defy Sceptic 20W, Terrified of Dishonor 7W2.
Hero Points: 2.
Relationships: Clan Chieftain 15, Stepfather to Jotarlys 17, Married to Frieda 4W, Has Confidence in Brother Estavus 10W.
Estavus
Roganvarth's Brother
Estavus is a fighter-scholar who has been abroad for many years. He is one of Roganvarth's few true friends and allies. Should anyone harm his brother, Estavus' hatred and vengeance will know no bounds.
Estavus' sudden appearance in the campaign is likely to have far reaching consequences. This character is not on the players' R-map linked to above, yet I consider him very important. Several meaty Bangs can be constructed around his arrival.
What can I do to help my brother?
Keywords : Heortling Warrior 15W, Initiate of Hevduran the Sword Sage 10W (Combat, Knowledge, Literacy).
Significant Abilities: Know Owl Clan Tactics 12W, Natural Leader 20, Sword Fighting 12W2.
Personality: Ruthless 2W, Vengeful 1W3.
Hero Points: 6.
Relationships: Devoted to Roganvarth 9W, Leader of Followers 2W, Member of Toena Clan 2W, Member of Harsing Bloodline 12W.
Followers: A warband of 12 dedicated warriors (Warrior 5W).
Other Members
Terasorl the Torch, who is not quite up to the job as clan warband leader and Member of the Inner Ring. He is always loyal to his masssster.
Babessa Hot-Blood, the clan healer, is developing a crush on her chieftain.
On 1/30/2005 at 5:04pm, Bankuei wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Hi Peter,
I love the Narrator character's you've shown so far. Ego+power-ability to handle it(or will to responsibility) = good conflict! I also like how you've kept the motivational questions from WoS. They're a great play aid.
Chris
On 1/31/2005 at 6:26pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Eaglenose seems...pretty incompetent to rule. Is that intentional? I mean it does make for a destabilizing situation, in theory, but one has to wonder how he got this far on, apparently, just one affinity at 17. He can't even use that actively. So what I'm not seeing is why anyone follows this cat. Is it purely his warrior prowess? Hs brother is a new arrival, right? So it can't be his support, right? Why do the circle support him? Maybe a better question, how, precisely, did he grab the power (forgive me if you mentioned it already)?
Looking at the map, is the tentative connection between the maps, or the simple fact of them all being in the same clan, enough to ensure that the heroes have opportunities to interact? Do you have some ideas for bangs that will spur some intra-PC action? Or are you OK with mainly "separate" stories?
Mike
On 2/1/2005 at 8:38am, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Chris, thank you for your kind encouragement.
Mike, good questions.
Mike Holmes wrote: Eaglenose seems...pretty incompetent to rule. Is that intentional? I mean it does make for a destabilizing situation, in theory, but one has to wonder how he got this far on, apparently, just one affinity at 17. He can't even use that actively.
Roganvarth has acess to four affinities. He is an initiate of two of Elmal's subcults: Anatyr the Chieftain 17 and Elmal Hearthguard 13W. But yes, he is only an initiate, not a magical specialist. The Anatyr subcult is a speciality cult for Elmal chieftains only, so he has only belonged to it for five years, hence the miserable rating.
Mike Holmes wrote: So what I'm not seeing is why anyone follows this cat. Is it purely his warrior prowess? Hs brother is a new arrival, right? So it can't be his support, right? Why do the circle support him? Maybe a better question, how, precisely, did he grab the power (forgive me if you mentioned it already)?
Current year: 1620.
1613 -- The lunars attempt to desecrate the sacred Hill of Orlanth Victorious on Owl Clan lands. This is the start of Starbrow's rebellion. Chieftain Tormakt Daylanusgodi and the entire Owl Clan are among the rebels. The rebellion ends with the most prominent rebel leaders being exiled. Some are allowed to return to their clans. Tormakt is among them
Roganvarth, at this time, is just another warrior of the Toena Clan, but he wants more. His siblings have all grown to become respected local hotshots. Roganvarth, however, has nothing except his spear and his loyal comrades at arms.
1615 -- The traditional feud between the Owl Clan and Toena Clan of the neighboring Aranwyth Tribe takes a turn for the worse, resulting in a short and bloody war between the two. The Lunars intervene, and kill many people in a bloody massacre.
Then, faster than you can say strumpebandshållare, Roganvarth turns up with a band of warriors and exiles Tormakt. Roganvarth subsequently (and this is very smart) asks Frieda to marry him. She is an ageing widow, much older than him, and one of the most influential women of the clan. Why would she marry this usurper? Because she wants peace. The killings have gone on for decades now. People are always hungry. Countless able-bodied men have died in the wars and rebellions and feuds. The clan is very literally about to be exterminated. "We are surrounded by enemies. Our husbands are dead. Our children are dying. There must be another way." A deal is made. Roganvarth is elected chieftain by his new clansmen.
The Lunars are happy to see a local chieftain who is not a follower of Orlanth. They don't think that he is up to the job as chieftain, but they don't want skilled leaders, they want someone they can control. Just in case, they force the Owl Clan to leave the Culbrea and join the Aranwyth Tribe, who never participated in Starbrow's rebellion.
Ilgalad Trollfriend, king of the Aranwyth Tribe, is not particularly happy about the Roganvarth situation, but there isn't much he can do.
In short, Roganvarth came to power by the use of force. He stays in power becuase he is allied with the powerful Frieda No-Buts, the leader of "the Grandmothers", and because both the Lunars and King Ilgalad have decided not to interfere.
However, Roganvarth has probably learned enough during the last couple of years to gain a Clan Chieftain keyword at 17 or so.
Mike Holmes wrote: Looking at the map, is the tentative connection between the maps, or the simple fact of them all being in the same clan, enough to ensure that the heroes have opportunities to interact? Do you have some ideas for bangs that will spur some intra-PC action? Or are you OK with mainly "separate" stories?
I find the separate stories unlikely. As soon as Tormakt tries to take back his position, the conflict involves all player heroes:
* Jotarlys the Horsemaster is Roganvarth's stepson. His goal is to become clan chieftain himself.
* Abraxalor is allied to Tormakt. His aunt is Frieda No-Buts. His cousin is Jotarlys.
* Gavin the Chief Priest wants to see a worshipper of Orlanth as chieftain. Tormakt is a worshipper of Orlanth. Roganvarth and Jotarlys are not.
As for Bangs, I will get back to them later. I still have a dozen or so NPCs to post about.
Cheers,
On 2/1/2005 at 8:42pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
So everything hinges on Frieda, really. It was her decision to marry R to make peace, and so she can probably get him tossed again should it come to that.
How's their relationship? 4W? Hmmm, not too bad. Based mostly on Frieda's desperation to keep the clan from dying?
Jotarlys is how old? It just struck me that it would be fun if they were about the same age, Jotarlys and his stepfather. Makes them rivals in more than one way. :-)
I think that the general conflict looks pretty tight. Three way race for clan chieftain, and it all threatens to tear what little is left of the clan apart.
Just a thought for atmosphere. If two of the boys get into a tussle, have them knock over a torch, and have some important building burn to the ground. Just to really heighten the desperation. I like that the whole setup is about a people on the verge of extinction. I think this one needs a formal writeup too. Could be a shortform classic. Good for conventions and demos. I get that 90% over already "blood opera" sorts of feels from it. All it needs is a little sexual tension. I'm guessing from the map that one of Inganna or Beloni is female and suitable for this role?
Mike
On 2/2/2005 at 9:33am, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Mike Holmes wrote: So everything hinges on Frieda, really. It was her decision to marry R to make peace, and so she can probably get him tossed again should it come to that.
Well, yes. But remember that almost all of the remaining clan warriors are Roganvarth's friends and allies at this point. Essentially, it will be hard to bring down Roganvarth by use of force without getting some outside help.
On 2/2/2005 at 9:34am, Peter Nordstrand wrote:
Team Tormakt
TEAM TORMAKT
Tormakt Daylanusgodi
Former Chieftain
Ever since he was removed from power, Tormakt has been awaiting the right opportunity to return. He is possibly stronger and more capable than ever.
Tormakt is planning for a ruthless comeback, and is prepared to do whatever it takes to succeed. He has contacted the Temple of the Wooden Sword (see Masters of Luck and Death, p. 14), and their leader Lagor has agreed to magically sever his relationship with his former clan. When this is done, any crime Tormakt commits aginst his former clansmen, will be viewed by the gods and the cosmos as strangers fighting each other, not as relatives turning upon each other. The latter is kinstrife, a crime of cosmic proportions.
Tormakt has also engaged in slave trade with the nearby Lunar colony of Jomesland. He has also helped his former antagonists in other ways, in an effort to convince them that he no longer poses a threat to the Lunars.
Tormakt is taking Mikara's prophesy seriously (the one about Abraxalor playing an important role in the battle for power over the clan). It is not clear in what way Abraxalor will play a role, which is why Tormakt has tried to keep this potentially crucial ally or dangerous enemy as close as possible. When things heat up, Tormakt is likely to try to tie Abraxalor even closer to himself, and at the same time test him to see if he is a threat or an asset.
What must I do to become clan chieftain once more?
Keywords : Heortling Clan Chieftain 2W2, Warrior 4W, Devotee of Daylanus the Conquering Storm 5W (Fight Elements, Storm, Wind), God-Talker 20.
Relationships: Apprehensive of Abraxalor 15, Business Relationship with Lunars of Wulfsland 16, Confident of Abraxalor 15, Familiar with the Owl Pact 12W, Former Chieftain of Owl Clan 15W2, Leader of Exiles 7W2.
Notes: The two contradictory relationships with Abraxalor are deliberate. The Owl Pact is an ancient deal with the Mostali, the Owl Clan's traditional elder race ally. It has not been invoked in a long time.
Hero Points: 8.
Other Members
Domasa, Tormakt's wife.
Approximately 30-40 adults live at Tormaktstead near the northern border of the Owl Clan territory. Some are his family, others are allies. The vast majority joined him in exile when Roganvarth took over.
On 2/2/2005 at 6:26pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Peter Nordstrand wrote: Well, yes. But remember that almost all of the remaining clan warriors are Roganvarth's friends and allies at this point. Essentially, it will be hard to bring down Roganvarth by use of force without getting some outside help.Ah, OK, this is what I was missing. See, looking at the writeup, I see Clan Chieftain 15. Which is worse than the average Member of Clan 17 that each character has to get their basic support from folks. So I figured that he must not have any other allies. If the warriors are behind him, then I'd put out another relationship there to indicate that. Otherwise he looks really, really precarious.
Just curious - why the big pile of HP for Tormakt? That should get him through the entire adventure being able to cancel out the HP of heroes who go up against him. Is that what you're looking for?
Mike
On 2/2/2005 at 10:34pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Tjaba Mike,
Mike Holmes wrote: If the warriors are behind him, then I'd put out another relationship there to indicate that. Otherwise he looks really, really precarious.
Ops. I agree. I'm certain that I've missed more things like that, but since I prep for my own game I try not to spend too much time profreading and double checking. The stuff I forget I make up in play. Usually I just refer to the keyword ratings (in this case Warrior 1W2).
Side note: I know that you don't usually write down stats for your NPCs, Mike. While I think that is a valid approach, I've found that writing down just the keywords, the relationships, and a few other abilities make it easier for me to come up with things on the spot. It forces me to spend a few minutes in prep on each character, thinking about his or her significant abilities. Also, the stats tell me important aspects of the character in a fast and accessible format. What was important with Roganvarth again? Let me see... aha, he is terrified of dishonor! For this method to work, it is imperative to only write down a few important abilities, not the endless lists that I've seen other people use.
Mike Holmes wrote: Just curious - why the big pile of HP for Tormakt? That should get him through the entire adventure being able to cancel out the HP of heroes who go up against him. Is that what you're looking for?
I very rarely give my NPCs hero points. Tormakt, Roganvarth, and Estavus are probably the only exceptions in this campaign. The fact that I give them any hero points at all is an indication of how I view them.
Yes, Tormakt gets a lot. So does Roganvarth and his brother if you combine them. However, consider that I expect each player to get about 6 hero points per session on average. Minimum. Also, at least two of the heroes are quite powerful. Gavin has 5W2 in three affinities, and several at 15W-18W or so. He knows the secret of his deity.
Tight Conflict, Blood Opera, and Convention Demo
I understand why you get the blood opera feel. Strangely enough I haven't really thought of it that way myself. Perhaps it could be turned into a decent convention game, as you suggested. It is worth a thought. Right now, however, I am prepping for a five session campaign. So I hope it isn't over in the first session.
Yes I've tried to contain the conflict somewhat. Yet I have only posted a few of the NPCs so far. We still have the Yelmalion Mercenaries, the Forloss Raiders, the Aranwyth and Culbrea tribes and their kings, and Orngerin Thundercape (a prominent leader of the Heortling rebellion). And these are just the connections included on the player's relationship map. In addition to this we have the Lunars, and the Temple of the Wooden Sword. And, oh, the Wooden Sword has an agenda of its own that may cause some trouble when the clan's ancient Mostali allies discover what they are up to, breaking the Owl Pact and all. I could go on and on.
But all of this is just possibilities, little thoughts in the back of my mind. If the players have their hands full with the local conflict I will not introduce many outside elements. But if things seem to need extra complication I have a lot of ideas.
Does this make sense?
When I get to the Bangs later, I would very much appreciate a little chat about how to start things up, in what order, and what angle of the conflict to focus on. But, as I said: Later!
Mike Holmes wrote: All it needs is a little sexual tension. I'm guessing from the map that one of Inganna or Beloni is female and suitable for this role?
Inganna is a woman. Belonni is a man from a very chauvinistic culture.
Thankx for the tips, questions, and ideas so far. You are a very nice guy, Mike.
Cheers,
On 2/3/2005 at 12:14pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
THE GRANDMOTHERS
Frieda No-Buts
Clan Grandmother, Inner Ring Member
Frieda's husband was killed at the Battle of Boldhome, defending the kingdom from Lunar invaders, as did her father and her three brothers.
Frieda is very protective of her only child, Jotarlys. This does not mean that she treats him like a child. Rather the opposite, actually. She will always support him and give him her soundest advice. If Jotarlys needs help, she will pull as many strings as she can. She may even send him to ask for the assistance from Entarios the Supporter (Barbarian Adventures, p. 17), even though it is probably a hopeless endeavor.
Frieda is also fond of her nephiew Abraxalor.
How can I protect my son? How can I protect my clan?
Keywords : Heortling Steadwife 20W, Devotee of Asrelia and Ty Kora Tek 3W (Dead People, Distribute, Receive).
Significant Abilities: Farming 10W2, Meaningful Glare 7W2, Speak with Authority 4W2.
Personality: Merciless to Enemies 18W, There is Always Another Way 20.
Relationships: Care for Jotarlys 13W2, Clan Grandmother 4W2, Contacts All Over Sartar 2W, Fond of Abraxalor 17, Grieves Dead Husband 18, Sister of Mikara 20, Born into the Barlamani Clan 17.
Mikara
Hearthmistress Harranstead
Mikara is the disorderly and unpredictable sister of Frieda No-Buts. They both married men of the Owl Clan. Both have had many losses. Mikara is a restless soul, an entertainer at heart who has been forced by circumstance to live the life of a steadwife. She would be a devotee, but the clan cannot afford to support her.
She loves her son Abraxalor, but she loves her puppets and her songs more.
How can I make life a little bit more bearable? What new entertainment can I come up with?
Keywords : Heortling Steadwife 20, Initiate of Skovara 11W (Bless Family, Bless Mothers, Low Entertainment).
Significant Abilities: Beautiful Singing Voice 18W, Craft Puppet 1W2, Mimic Sound 6W2, Prankster 18.
Personality: Depressed 2W, Disorderly 18, Jealous of Sister Frieda 16, Restless 19.
Relationships: Hearthmistress of Harranstead 2W, Love of Abraxalor 20, Love Puppetry 8W2, Sister of Frieda 20, Born of the Barlamani Clan 17.
Other Members
Chief Priestess Gagoressa Field-Blesser.
Clan Dishthane Urika.
The grandmothers are essentially the leaders of the womens circle.
On 2/3/2005 at 2:56pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Hola Pedro!
Peter Nordstrand wrote:Which totally makes sense to do. I was just wondering if he had any support at all. I should have considered his occupation.
Ops. I agree. I'm certain that I've missed more things like that, but since I prep for my own game I try not to spend too much time profreading and double checking. The stuff I forget I make up in play. Usually I just refer to the keyword ratings (in this case Warrior 1W2).
Basically looking at your writeup, I wanted to know if he'd have anyone at his back, or if he'd collapse like a house of cards at the first challenge to his authority. With the warriors supporting him, it's almost like a Junta.
Side note: I know that you don't usually write down stats for your NPCs, Mike. While I think that is a valid approach, I've found that writing down just the keywords, the relationships, and a few other abilities make it easier for me to come up with things on the spot.Well, I usually have a general idea of the competence of a character. Which implies keyword levels to me. But even those are tentative. For instance, I had this character Fazeris who I was the head of a "social club" of rakish folks who dueled a lot. As head of the club I thought that he probably wasn't the best, but very near the top. So that implied to me a level for his abilities. Looking at the scale and sample resistances, I decided on the spot that a 10W2 was appropriate. A master swordsman, but not incredibly good. More importantly, good enough to be likely to beat the PC which he was dueling.
Also, the stats tell me important aspects of the character in a fast and accessible format. What was important with Roganvarth again? Let me see... aha, he is terrified of dishonor! For this method to work, it is imperative to only write down a few important abilities, not the endless lists that I've seen other people use.Well, take Fazeris, again. I specifically left him very undefined, because I wanted him to be maleable to fill in any dramatic needs that I had. He was created as a relationship to one of the PCs, "Wary of Guild Leader" or somesuch. So I knew that he was a potential enemy, but I didn't know why. In fact, I still don't know precisely why he got all up in Isadora's face, and challenged her to a duel. He definitely has an agenda. I just don't know what it is yet. That's something that I'll establish in play when it dawns on me what I need him to be there to do.
My point is that for some characters you need only scant information to start playing them. For other characters, often I let the Bangs define them. Instead of looking at the character's motivations, and thinking "Well, I could create a Bang out of that," I think, "Well here would be a good Bang to have - to which NPC can I assign the motives neccessary to have him introduce the Bang?" For example, I wanted to have a Bang where somebody asked one of the PCs, a burglar type, to steal something from the local tribe. So I looked at my cast of NPCs, and it occured to me that the Quartermaster at the colony would be the best NPC for this (given his presumptive ability to hide stolen goods, and move them). And suddenly Speckler became corrupt, something we didn't know about him before. Later, this fact fed into another Bang which has yet to play out (Isadora, the colony leader, has discovered that he's corrupt).
So I worry about getting ahead with assigning motives to NPCs, because they may not fit what I need later to make the heroes' stories good. This in addition to the usual reason I give for not statting, because I just decide last second to set the ability level to suit the drama of a situation. So, if I'd determined that I wanted Isadora to beat Fazeris in their duel, I'd have knocked down his ability considerably, and said something about how he wasn't nearly as good as he thought he was, and how he'd gotten to the top of the club by social climbing and threats. Either Fazeris is plausible - his ability level hadn't been established before the duel. I just chose the Fazeris I needed for that moment.
Now that I have set his ability levels, they serve as something to hang continuity on - he won't suddenly get any worse at dueling. But until it's established in play, it's often just as good an idea to leave the character undefined. And then let the needs of the dramatic situation define who they are.
Yeah, I realize that some people aren't comfortable with this level of winging things. But I have no problem with having stats up front, either, if you want to put in the effort. I would simply reserve the right to alter them at need. My general rule with Heroes as well as narrator characters, is that no ability is set for a character until it's established in play. So I'd just see any pre-prep as "inspirational" more than anything else. Suggested or potential values that might make sense.
Yes, Tormakt gets a lot. So does Roganvarth and his brother if you combine them. However, consider that I expect each player to get about 6 hero points per session on average. Minimum. Also, at least two of the heroes are quite powerful. Gavin has 5W2 in three affinities, and several at 15W-18W or so. He knows the secret of his deity.I'm not so much concerned with power levels here. Hero Points are metagame immunity points. We given them to the heroes so that they can be more heroic. The reason to give them to the NPCs is so that the heroes essentially are on even ground with the PCs in terms of plot immunity.
So I can see giving them the points, if, basically, you want them to be protagonists as well, or at least highly complex antagonists. People who you want to stay around to explore in depth. Which is what I was assuming above.
Yes I've tried to contain the conflict somewhat. Yet I have only posted a few of the NPCs so far.Yeah, as your NPC list grows, I think your game's duration grows. Even then, the collision courses that you've set these people on seem inevitable to some extent. Which is fine. I just think it'll be a long drawn out blood opera with all of the other NPCs. Which sounds cool to me.
Perhaps in addition to the full prep version, you can just excise many of these NPCs for the demo version. Less personality to wade through to get to the central conflict.
But all of this is just possibilities, little thoughts in the back of my mind. If the players have their hands full with the local conflict I will not introduce many outside elements. But if things seem to need extra complication I have a lot of ideas.Very much so. I think that this is the best way to pace a HQ game. If things are getting "stretched out" too far, and nothing's coming to a head, you focus on fewer NPCs. If things are screaming to a conculsion, you include more stuff, either to slow things down, or, if that doesn't work (if often does not), that you then have other conflicts to continue on.
Does this make sense?
That's to say that it's entirely possible that you have only one candidate for chieftain standing after one session if the players just drive for that. What makes sense, then, is to have some other stuff to play out as ramifications. Put another way, you sorta play around with what the "central" conflict is about always making it something that has not yet been decided. So, if the "who gets to be chieftain conflict is decided early" you adjust to the overall conflict being about how to ensure the clan's survival or something (hard decisions dealing with the Lunars and such).
That, or be prepared for the possibility of a short game. Which is fine, too, if you don't mind. I'm not saying it will happen. Just that you should allow for the possibility.
The way I play of late, I simply don't have a central conflict, so much as a central premise that I'm looking at. Subtle difference, but I'll explain. In your game, the question is something like, "What would I do to be chieftain?" or to support someone as chieftain, that sort of thing. The central conflict is, of course, that the current chieftain is not particularly good, and there are others who want the position. In my IRC game, the premise is "Where is home?" And there is no one central conflict, just each character dealing with that premise in their own ongoing way. Once they've tackled their current individual conflict, I just move on to the next.
This format ends up more like a soap opera in some ways, as opposed to the more "mini-series" effect that the central conflict concept delivers. They both have advantages.
Inganna is a woman.What's her relationship to the chief? Your R-Map has a problem for readers outside of yourself, because it only lists marriages.
Thankx for the tips, questions, and ideas so far. You are a very nice guy, Mike.Thanks for putting up with my chatter. :-)
Mike
Cheers,
On 2/3/2005 at 6:55pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
TEAM GAVIN
Ismynda
Housewife
Ismynda is Gavin's wife. I'll just re-post what I wrote about her earlier. I have little else to add at this point.
I wrote: I suspect that Johan imagines that Ismynda does not love Gavin, and that that’s why she won’t get pregnant. I plan a surprise for him: Ismynda is deeply in love with and the reason she avoids pregnancy is that she suspects/knows/realizes that Gavin does not love her ... Ismynda will support Gavin in everything he does. She will try to help him out in all manners possible, and she is literally willing to sacrifice everything for her heroic husband! Ismynda’s answer to the question "are you willing to risk the destruction of your clan in order to save it from that which threatens Gavin?" is undoubtedly YES!!
Keywords: Heortling Steadwife 9W, Initiate of Orane 3W (Bless Stead, Bless Family, Bless Mothers).
Relationships: Daughter of King Ranulf 6W, Devoted to Children 17, Passionately in Love with Gavin 17W.
Ernaldine, Umathus, and Gavin
Ismynda's Children
Ernaldine, Umathus, and Gavin Jr. are Anval (Gavin Sr.'s brother) and Ismynda's children. I would like to come up with a way to include them that breaks with the roleplaying standard of portraying children either as kidnap-victims waiting to happen or as non-entities. I'll just give them a trait each and see what happens.
Ernaldine (8 year old girl): Gets into fights with children of her own age.
Umathus (7 year old boy): Desperately wants to remember his father.
Gavin (5 year old boy): Obsessed with horses.
On 2/4/2005 at 6:10pm, Peter Nordstrand wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
That's a fantastic post, Mike. I have actually changed a few things after reading it, such as lowering the hero points for Roganvarth (to 2), Estavus (to 3), and Tormakt (to 5). Unfortunately, I need to put the post aside for a little while. It is possible that we will start playing on tuesday, so I need to focus a little bit on getting my prep done. However, you will see parallels with your post when reading the remaining charcater brief's.
One detail needs clarification, before I move on, I think.
Mike Holmes wrote: Your R-Map has a problem for readers outside of yourself, because it only lists marriages.
Yes, you need the basic info about the player heroes (Gavin, Jotarlys, and Abraxalor) in order to get the map. I am reluctant to put information on the map that is prone to change.
Cheers,
Forge Reference Links:
Topic 149366
Topic 149375
Topic 149571
On 2/4/2005 at 10:06pm, Peter Nordstrand wrote:
The Six-Fold Magnificence of the Dawning Sun
THE SIX-FOLD MAGNIFICENCE OF THE DAWNING SUN
The Six-Fold Magnificence of the Dawning Sun is the name of the Yelmalion phalanx guarding the Hill of Orlanth Victorious. It is named after its guardian being. See Orlanth is Dead, p. 31.
Only 1/10 of the phalanx (or a company of 100 men) is on duty at the hill on any given time. Another company is hired to the Aranwyth Tribe to help protect Toena Fort and the surrounding vale (see Dragon Pass: Land of Thunder, p. 55). The remaining regiment is based in Swenstown.
Belonni
Dedecuron of the Six-Fold Magnificence of the Dawning Sun
Belonni is the ranking commander at the Hill of Orlanth Victorious. He is a friend of Jotarlys, and is probably one of the reasons that Jotarlys is drawn to the cult of Yelmalio.
I don't know much about this character. I will create a couple of Bangs around him, and see if I can define him that way. (Thanx Mike!)
Keywords: Vaantari Foot Soldier 2W2, Devotee of Monro the Founder 18W (Light, Combat).
Significant Abilities: Credible 4W, Lead Company 9W2.
Personality: Genial 1W.
Relationships: Friend of Jotarlys 3W.
Ifiklos, Bazyli, and Manu
Worshippers of Rigsdal, hired by the Six-Fold Magnificence of the Dawning Sun
This group of friends are all hired by the Yelmalions to serve as nightwatchmen at the Hill of Orlanth Victorious. The important thing about these characters are that they are friends with Abraxalor, who feels affinity for them, partly on religious grounds.
Again I will let these characters be defined by Bangs, probably by putting their friendship to the test. Will Abraxalor choose fame and fortune before his friends? (Thanx again, cappadocius.)
Keywords: Foot Soldier 3W, Initiate of Rigsdal 19 (Combat, Night Watchman, Vigilance).
On 2/4/2005 at 10:12pm, Mike Holmes wrote:
RE: [HeroQuest]A Hero's Dilemma: Prep and chargen
Forge Reference Links:
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