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Topic: How difficult is it to use HQ in other settings?
Started by: Scripty
Started on: 9/6/2003
Board: HeroQuest


On 9/6/2003 at 4:08pm, Scripty wrote:
How difficult is it to use HQ in other settings?

Loz wrote: Also, having played more sessions, I believe it to be a very versatile system and I've been seduced into producing key word conversion for gaming in Moorcock's Young Kingdoms. Folk on The Forge who know me know I'm a BRP/d100 die-hard, but I think HQ is terrific, to be honest, and it suits my GMing and playing style.

And the HQ book is also the best intro to Glorantha I've seen.

Top marks, Issaries.


This thread is a continuation of a question that occured to me on this thread http://www.indie-rpgs.com/viewtopic.php?p=82155#82155. I have seen some mention of using HeroQuest rules for other settings and even a couple of examples here http://myweb.tiscali.co.uk/bferrie/resources/index.htm. But a question of mine, which does not seem to be yet addressed on this forum, is how much work is needed to go into using HeroQuest for another setting? What exactly is necessary to do so and, from those with experience running/playing the game, how difficult is it to change various elements (i.e. magic) within the context of the system? Is it a system where things are fairly mutable, like Sorcerer or Donjon, or is it a system that breaks down quite easily if tinkered with too much like D&D? And by "breaks down", I mean that rules are so interdependent that changing one thing can affect so many other aspects of the game system that altering the system is an unpredictable and uncertain enterprise. Thus, adding something like a Defense Bonus in D&D3e or changing the way spells/magic work, can offset any number of other aspects of the game, either overpowering, underpowering, or contradicting them and, thus, effectively "break" the game.

I only know what I have read here, on rpg.net, in reviews and on the Issaries site. In some lights, the system seems very versatile. In others, it seems very tied to its setting, and thus a difficult enterprise to apply it to other settings. Which is it?

Thanks in advance for any answers that you might provide.

EDIT: fixed a couple of grammatical errors

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On 9/6/2003 at 4:23pm, Bankuei wrote:
RE: How difficult is it to use HQ in other settings?

Hi S,

I'm actually currently writing up my own alternate setting, and I believe the answer is: It's as much work as you want to put into it. Seriously.

In another thread here, I said, "HQ is to Narrativism, as GURPS is to Sim", which is to say, highly flexible and capable of taking on a lot of varied settings without much trouble.

The Occupations list covers pretty much everything before the steam age, and after that, it shouldn't be too hard to create new occupations, as we're personally MORE familiar with occupations of the last 100-200 years than say, the bronze age.

The Homelands and cultures can be popped out pretty quick, especially if you don't produce 20-odd cults and religions. Strip those out and you'll see that most of the Homelands actually take up only 1 column, or a few paragraphs on a page.

For additional speed, fun, and creativity, put homeland/culture creation into your players hands("So, you want to be a Nemidian? Tell me abou them!"), with the usual GM review.

If you want to save yourself EVEN more time, treat the abilities like Over the Edge traits, which is to say, make them broad, such as only using Keywords and unique descriptions, kick out the individual skills. At that point, you can probably do almost any kind of creation on the fly. The only major change you'll get from that is that character advancement will speed up by about 4-5 times.

Chris
(edited for clarity)

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On 9/6/2003 at 5:43pm, Mike Holmes wrote:
RE: How difficult is it to use HQ in other settings?

I've got some substantive experience on this subject. In fact, you can find some posts on this forum, and on the Actual Play forum that deal with my foray into using Hew Wars to run the old Rolemaster standard fantasy world called Shadow World. Many of the other threads speak to just this issue.

First, I have to admit that I'm not sure how successful it was. That is, I had loads of fun playing it, but we (seem to) have abandoned the game to play with another GM (Josh Neff) using Glorantha. That said, I think it may have been my attempt to make the game sorta "campaigny", or something, and we only abandoned it to try more exciting things. So I think that nothing can be blamed on the system, and it wasn't really a failure. But I do thiink that there were some potential issues. None of which were breakers in any way, though.

In fact, I wanted to use the system for exactly the sort of play that it produced in the setting. The characters had strong links to the setting, the action was ineresting and intense. It was all very cool to me.

What Chris says is sorta true from my experience. Which is to say that it does take some effort. Obviously the core resolution works just fine. There are two things that have to happen.

First, you have to decide what you want to do for chargen in terms of Keywords. Given that the Keywords in the HQ book are just samples anyhow, however, and that you'd have to make your own for characters from other places, you can see that it's no big deal to make up more Homeland Keywords. It does take a little effort, but there's an easy way around that. Let the players make up the keywords. Give them an article on the Homeland, or just your impressions of it as GM. Then, like the Narrative method of chargen, just have them pick out the things that seem to make sense as Abilities to go along. Make them like other Homeland Keywords in that you should remember to include the appropriate relationships and such that make a well rounded Keyword.

This is really rewarding as a process, because the player then has an investment in the are that he's helping to mechanically flesh out. Occupatonal Keywords are likely no different from Glorantha to your world and can be ported intact. In any case, these need to be fabricated often enopugh that there's really no difference playing with the system in Glorantha or other worlds as fara s Occupational Keywords go.

The second thing that needs real work, and by far the more difficult, is coming up with how magic works in the world in question, and how to handle these keywords. Assuming that you already have some idea of how it works in the world that you're interested in playing in, the easiest thing is to tailor the various magic systems in the game to the mechanics for similar Gloranthan types. For instance if you have clerical magic, it can work like Themism most likely, or perhaps Sorcery if that seems more appropriate to the religions of your setting. Some magic tradiitons will be more like HQ Animism.

For magic that has less religious ties like you often see standard in many fantasy settings, you have to make a decision to either go more religious, or to stick with the atheistic magic. If you go with religious magic then it's easy enough to use HQ Sorcery to represent that sort of magic. If not, then you have to figure out a replacement for things like veneration of saints, etc, or just drop it. Bascially what I did for SW Essence users, is to treat it like worship of the Essence in a way. Which worked just fine.

In any case, you'll have to do some thinking about how to get things to line up, and how to mechanically handle different types of magic. Once you do, however, you'll be pleased by the result I think.

Actually, if you don't have a well established magic system in place, it's easier to do, as you can just adopt the HQ model more intact. Which I think would work very well.

All in all, I can only recommend trying it. I think that the effort that you put into it will, as Chris says, pay off in the end big time. So go for it.

To contradict Chris, however, I'd highly suggest going with the fully detailed version. I haven't found the detail to be all that much trouble in any way, and it has, in fact, provided a lot of fun in making characters really come alive. I'm strongly against movements to broaden Abilites like this. It's a good idea for other systems that don't have interstice coverage like HQ does. But given that the Keywords provide that broad coverage already, you don't need to broaden the other abilites. Leaving them to make for more fully realized characters.

If you don't want to put all the effort in right away, that doesn't mean you can't ump right in either. You can use the "create on the fly" rules to flesh things out as you go. In fact, I'm intrigues by the idea of starting off a game with no detail about the world or characters at all, and just making it all up as you go. That would be neat.

Mike

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On 9/10/2003 at 12:03pm, Scripty wrote:
RE: How difficult is it to use HQ in other settings?

Thanks for the heads up, Mike and Chris. I appreciate you taking the time to share your ideas and experiences. My copy of HeroQuest should be arriving tomorrow.

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On 9/10/2003 at 1:45pm, simon_hibbs wrote:
Re: How difficult is it to use HQ in other settings?

Scripty wrote: But a question of mine, which does not seem to be yet addressed on this forum, is how much work is needed to go into using HeroQuest for another setting? What exactly is necessary to do so and, from those with experience running/playing the game, how difficult is it to change various elements (i.e. magic) within the context of the system?


The fact that HeroQuest presents three verry different kinds of magic answers that question to some extent, though of course they all use many core rules for magic in common. nevertheless integrating spirits (Animism) and using affinities (Theism) are clearly very different.

Is it a system where things are fairly mutable, like Sorcerer or Donjon, or is it a system that breaks down quite easily if tinkered with too much like D&D? And by "breaks down", I mean that rules are so interdependent that changing one thing can affect so many other aspects of the game system that altering the system is an unpredictable and uncertain enterprise.


HeroQuest doesn't realy have all that many game mechanical rules. There are a few basic mechanics for simple contests, extended contests, augmentation and such. After that, everything uses these common mechanics. None of these core mechanics are setting specific, so adapting the system to a setting shouldn't break anything.

As for tinkering wiht the core system, sure you could break it if you weren't carefull, but that's true of any game system. Less so of HeroQuest than many because it doesn't have all that many game mechanics, so you're much less likely to get unexpected interactions between disparate parts of the game engine.

For example, in HeroQuest you wouldn't use a Defense Bonus. You'd just have defence Ability that you can either use on it's own like any other combat ability, or use to get an augment. Abilities just like this already exist, so there shouldn't be any problem.

The only problem might occur if you introduce abilities that don't obey the normal rules. In fact this also already occurs in HeroQuest under carefully controlled circumstances, since the secret powers of a religion don't follow the normal rules. Since in Glorantha these are world-shattering magics that have changed the face of Glorantha in the past, and are only available to major heroes, this makes sense for the setting. It may not make sense in another setting, but something else might.


Simon Hibbs

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On 9/10/2003 at 4:33pm, Scripty wrote:
RE: Re: How difficult is it to use HQ in other settings?

simon_hibbs wrote:
Scripty wrote:
The fact that HeroQuest presents three verry different kinds of magic answers that question to some extent, though of course they all use many core rules for magic in common. nevertheless integrating spirits (Animism) and using affinities (Theism) are clearly very different.

<snip>

As for tinkering wiht the core system, sure you could break it if you weren't carefull, but that's true of any game system. Less so of HeroQuest than many because it doesn't have all that many game mechanics, so you're much less likely to get unexpected interactions between disparate parts of the game engine.

<snip>

The only problem might occur if you introduce abilities that don't obey the normal rules. In fact this also already occurs in HeroQuest under carefully controlled circumstances, since the secret powers of a religion don't follow the normal rules. Since in Glorantha these are world-shattering magics that have changed the face of Glorantha in the past, and are only available to major heroes, this makes sense for the setting. It may not make sense in another setting, but something else might.

Simon Hibbs


I'm intrigued that HeroQuest has so many magic systems. It's my hope that they will be versatile enough that I can port them over to another setting with as few changes as possible. Primarily, I just want to use the HeroQuest rules (from what I know about them) in a different setting. I've read examples of play and discussions/reviews of the system. From what I've read it sounds like a system that would really gel with the Narrativist style of play that I'm currently pursuing. It also seems like a system that heavily protagonizes the players, which I also like.

I'm not really interested in tinkering with the rules of HeroQuest, just taking them as whole-hog as possible and plopping them into Middle Earth, Hyborea, Midnight, Freedom City, or the Galactic Empire. I want to do as few rule adjustments as humanly possible. I'm lazy like that. But I have yet to find my "Holy Grail". That is a versatile rules-set that clicks with what I'm trying to do (i.e. Narrativism, Protagonism), which is STILL a rules-set. I like short and simple rules. IMO, Over the Edge is great, until you get to Hit Points and Firearms. I think Unknown Armies is also good, but, IME, it de-protagonizes the players in the same vein as D&D. I like the Pool/Puddle A LOT, but I feel it's almost TOO rules lite for some of the things I'm going for. I liked what I heard about HeroQuest because it seemed to have the Narrativist/Protagonist elements that drew me to the Pool and games such as Donjon, but it still seemed to be enough of a game to satisfy those old Gamist tendencies within me. If it's everything that has been said about it, it seems a near perfect fit. So, when I'm speaking of using HeroQuest in another setting, it's with the intent of NOT messing with it or having to shoehorn it into a campaign. I want to touch as little of it as possible, yet still have it function in a consistent manner.

Regarding your statement on the "abilities that don't obey normal rules", I had another random brainflash. Given abilities like those you mention, which I assume to be sort of like the "Sunset Leap" mentioned in another forum, could HeroQuest be the unrequited rules-set then...

for the Matrix??

If so, I think Greg and Issaries have a license that they could do serious justice to. I'm speculating that could be a good meeting of system/setting. Considering the Wachowski Bros. are (reportedly) gamers/ex-gamers themselves, maybe they could cut Stafford a deal. Him and Robin are sort of legends (as close as it gets, IMO) in the world of RPGs...

EDIT: Clarification of what drew me to HeroQuest.

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On 9/10/2003 at 4:48pm, Ron Edwards wrote:
RE: How difficult is it to use HQ in other settings?

In a word, Yes.

Hero Quest rules-set, as I've been saying for some time since playing Hero Wars, presents the single most important go-to action-adventure RPG rules-set ever written.

In other words, if you want to play superheroes, Star Wars, or any other flashy yet thematic kind of adventure, and if you're into Narrativist play without much weirdness (e.g. shared GMing or similar), then Hero Quest is the basic game.

I look forward to an upcoming decade when people's first experience with role-playing is with this game. That will be a different world.

Best,
Ron

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On 9/10/2003 at 4:54pm, Scripty wrote:
RE: How difficult is it to use HQ in other settings?

Ron Edwards wrote:
I look forward to an upcoming decade when people's first experience with role-playing is with this game. That will be a different world.

Best,
Ron


And perhaps it can also be a world where kids learn punk rock by listening to Iggy, MC5 and the Ramones...

:)

Then, I would know that I had helped leave the world a better place than it was...

Thanks for the words of wisdom and encouragement, Simon and Ron. This forum rocks beyond all words. And I mean that. I'm not being cheeky.

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On 9/13/2003 at 11:51am, RaconteurX wrote:
RE: How difficult is it to use HQ in other settings?

My own personal explorations with the HeroQuest mechanics have included an intensely satisfying but incomplete conversion of Nephilim, a convention scenario crossing Star Wars with Solaris in which Jedi Knights investigate a living planet tainted by the Dark Side, a thought-experiment based on an extremely oddball concept I had years ago called "Quark: The Roleplaying Game of Quantum Physics", and two grand swashbuckling one-shots based on The Three Musketeers and The Princess Bride respectively.

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On 9/13/2003 at 1:08pm, Scripty wrote:
RE: How difficult is it to use HQ in other settings?

RaconteurX wrote: My own personal explorations with the HeroQuest mechanics have included an intensely satisfying but incomplete conversion of Nephilim, a convention scenario crossing Star Wars with Solaris in which Jedi Knights investigate a living planet tainted by the Dark Side, a thought-experiment based on an extremely oddball concept I had years ago called "Quark: The Roleplaying Game of Quantum Physics", and two grand swashbuckling one-shots based on The Three Musketeers and The Princess Bride respectively.


Swashbuckling, Star Wars and Nephilim. Sounds awesome.

Specifically, though, what kind of changes did you need to make to the rules or did you need to adopt to accomodate such a wide spectrum of genres? Also, how did the games turn out?

That Star Wars/Solaris idea sounds really cool. I bet that was a lot of fun.

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On 9/13/2003 at 4:34pm, RaconteurX wrote:
RE: How difficult is it to use HQ in other settings?

Scripty wrote: What kind of changes did you need to make to the rules or did you need to adopt to accomodate such a wide spectrum of genres?


Surprisingly little, actually. I used theistic affinities and feats to simulate Jedi powers to quite good effect, with padawans equivalent to initiates in terms of their need to improvise off their affinities, knights equivalent to devotees, and masters vaguely equivalent to disciples (and I do mean vaguely). The swashbuckling fare was simple enough, I just adapted the feats and affinities concept to dueling. GURPS Swashbucklers proved an indispensible reference, as its copious selection of maneuvers and fencing styles dovetailed nicely with the existing mechanic. Of course, the chief trick was to continually switch styles in the hope that you discover one your foe cannot counter before he finds one you cannot. :)

Nephilim was the funkiest, although due more to the manner in which HeroQuest enhanced and expanded upon elements of the setting. For example, I kept the notion of integrated spirits from Hero Wars animism, but the setting tweak was that the nephilim were integrating past lives rather than individual spirits (discovering new past lives was an integral part of nephilim development in my "new and improved" setting... the Many becoming One again). Another very cool addition was to give nephilim a 50-word narrative for each past life (really fleshed out things in a cool way without getting too crazy. Wish I had a sample to give you, but I am mid-move and using my girlfriend's laptop).

Also, how did the games turn out? That Star Wars/Solaris idea sounds really cool. I bet that was a lot of fun.


All turned out reasonably well, HeroQuest is incredibly versatile. My Jedi players were appropriately freaked by the sinister and insidious way in which they were tempted toward the Dark Side, playing on their heroes' secret fears, desires and passions. :)

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On 9/13/2003 at 9:15pm, Scripty wrote:
RE: How difficult is it to use HQ in other settings?

Thanks for the quick reply, Michael. It was encouraging to hear that you didn't have to do reams and reams of house rules and conversion notes to bring HQ into those other settings. I'm saving your comments so that I can review them after I get a better handle on HQ magic (My book just got here yesterday).

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On 9/14/2003 at 9:39am, RaconteurX wrote:
RE: How difficult is it to use HQ in other settings?

Scripty wrote: It was encouraging to hear that you didn't have to do reams and reams of house rules and conversion notes to bring HQ into those other settings.


Basic Role Playing was and is a marvelous system and was, for the initial two decades of my 25-year involvement in this hobby, the first one for which I would reach when seeking to render a milieu more faithfully than other games permitted. That role, for me, is now filled by HeroQuest. It allows me to expand upon, expound upon, explore, reinterpret, reimagine and recreate settings that I have adored for the entirety of my familiarity with them, from the aformentioned Nephilim and Star Wars to Heavy Gear, Underworld and Tekumel. All a narrator has to do to use HeroQuest for any setting is develop appropriate keywords and determine how to implement any setting- or genre-specific conventions using the existing mechanics.

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On 9/15/2003 at 5:58pm, Mike Holmes wrote:
RE: How difficult is it to use HQ in other settings?

Ooh, imagine working up all the Tekumel Keywords. Have you actually done that? Do you have notes? That would be really neat, IMO.

I'd also love to see a write up for Jorune if anyone has such notes. Would actually make that setting playable, I think. Jorune is OOP, IIRC. Has anyone thought of contacting them for a revival using HQ as the core rules?

Talislanta would be cool to see written up too, as long as we're at it. Harn (wouldn't that be ironic)?

I'm thinking just Homeland Keywords with the associated Abilites. I think I'll post what I have so far for Shadow World at some point. It's very limited so far, being as we only did Keywords for Homelands from which the character's came. But I could work some more out, I think. I'll post here, if/when.

Mike

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On 9/15/2003 at 5:59pm, Mike Holmes wrote:
RE: How difficult is it to use HQ in other settings?

It just occured to me that the HQ system is just what Fading Suns needs.

Mike

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On 9/15/2003 at 6:16pm, Matt Snyder wrote:
RE: How difficult is it to use HQ in other settings?

Mike Holmes wrote: It just occured to me that the HQ system is just what Fading Suns needs.

Mike


Brilliant! It hadn't ocurred to me, Mike, but that is a fantastic observation. This may be just the ticket for introducing HQ to my group later this year or early next year. Thanks for posting the suggestion.

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On 9/16/2003 at 6:40am, RaconteurX wrote:
RE: How difficult is it to use HQ in other settings?

Mike Holmes wrote: Ooh, imagine working up all the Tekumel Keywords. Have you actually done that? Do you have notes? That would be really neat, IMO.


I have yet to do more than mull over keyword lists for Tekumel, but they should not be overly difficult to create. Many of the existing HeroQuest occupations could be used with little modifcation, but I would prefer to tweak character creation to fit the setting a bit more and give people clan status, homeland, occupation and religious keywords. Magic being quite a bit less universal, "sorceror" would need be an occupation rather than a function of any religious keyword. Most nonhumans would require "wild" keywords, as the "civilzed" ones can just use the appropriate homeland. Might even be fun to create regional keywords within Tsolyanu, so there are differences between heroes from Fasiltum, Jakalla, Khirgar, Bey Su and Penom. This gets trickier with others of the Five Empires, but could be rewarding regardless. Most other homelands are small enough that a single keyword should do.

I'd also love to see a write up for Jorune if anyone has such notes. Talislanta would be cool to see written up too, as long as we're at it. Harn (wouldn't that be ironic)?


I am not terribly familiar with Talislanta, although it would be quite fun to work up keywords for all those funky species. Jorune would, I think, be the challenge. There is not really much detail to go on in terms of human homeland keywords, as we really only know a lot about Ardoth and very little about other regions. As for Harn, it is generic enough in its medievalism that I imagine needing to do very little work except on religious keywords and, for those, my model would likely be the Aeolian Church. The Shek-Pvar schools would be easy to convert as high orders.

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On 9/16/2003 at 7:20am, RaconteurX wrote:
RE: How difficult is it to use HQ in other settings?

I wrote: Might even be fun to create regional keywords within Tsolyanu...


An interesting way to handle hero provenience might be to use regional descriptors like those found in the second edition of Behind Enemy Lines. There are three pairings in BEL... Urban/Rural, Inland/Coastal (Coastal means on any significant body of water, including major rivers) and Mountainous/Plains... and choosing one from each pair gives you your regional descriptor. Thus, you might have Urban/Coastal/Plains which in BEL could mean your hero comes from Chicago, Detroit, or New York. In Tsolyanu, it could mean your hero comes from Jakalla or Bey Su. We would then just require keywords for each combination, or even each component. Hm...

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On 9/16/2003 at 10:21am, simon_hibbs wrote:
RE: How difficult is it to use HQ in other settings?

A friend of mine has run several Dune games using the Hero Wars mechanics and it worked very well. He sets his games before the first novel, when Dune is under Harkonen rule and Keyns is first sent there. The players are usualy fremen who rescue/are rescued by/befriend Keynes and are instrumental in his adoption into Fremen culture. Loads of fun!

*Warning* What follows is fan fiction. I hate fan fiction, but every now and then I write some anyway. Sue me. Molack was my character.


Molack at the Wind Trap:

Molack crouched in silence on a rock ledge inside the cavern. Through his stillsuit he could feel the coolness of the rock underneath him, and the warmth of the sun-baked air drifting in through the cave mouth before him. He knew that this temperature difference was crucial to the magic of this place. A gust of wind blew into the cave mouth and the rasping sound of wind on stone echoed through the cavern behind him for a moment, then subsided. Though he could not see it from here, he could smell the desert out there, arid and forbiding. Yet all of these things were familiar to him and he paid them little attention, but only watched the slim figure sitting in the cave mouth, wrapped only in a thin garment of plain cotton.

If it had been any other man sitting there, his stillsuit carelessly piled beside him, he would have forfeited his life. As a Water Master, it would have been a duty and an honour for Molack to punish such a blatant transgression of the law. Yet it was unthinkable.

The figure turned his head sudddenly, and saw Molack sitting there for the first time.
"How long have you been there?"
Molack stirred uneasily. "One third of an hour, Lord... Should I go?"
"No, Molack. I will return now, and I shall be glad of the company on the way back to the Sietch." The man got up, and Molack moved forward to help him don his stillsuit.

"I know I am breaking your laws Molack" The man spoke the Fremen language fluently, but still his offworld accent was unmistakable.
"You are not of our people, Lord. Your ways are offworld ways."
"But you disaprove!" The man looked Molack in the eyes, but Molack looked down at the shoulder strap he was tying. At length, he answerred "You bring new ways Lord, and these new ways demand new laws."
"That is no answer Molack, to change Arrakis we need water. As a Water Master you know the importance of the water laws."
"You sit at the entrance lord, the mousture from your body enters the cave and is caught by the wind traps."
"Yet some may be lost, and even so the law is the law."

"Would you have me report you to the Naib?" Molack looked up and faced the man that had changed his life. This time it was Keynes who looked away.
"No Molack. I only want you to understand why I come here like this. I have taught you about air moisture content, nitrogen cycles and the greenhouse effect, but this is not enough. I was not born here, and to know Arrakis I must touch it. I must feel the wind and sun of Arakis against my skin. Despite everything I say in my lectures, Arrakis is not a diagram on a board but a thing to touch and taste and smell."

Not for the first time, Molack's thought to himself 'I would die for this man.'

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On 9/16/2003 at 11:15am, Nick Brooke wrote:
RE: How difficult is it to use HQ in other settings?

RaconteurX wrote: You might have Urban/Coastal/Plains which in BEL could mean your hero comes from Chicago, Detroit, or New York. In Tsolyanu, it could mean your hero comes from Jakalla or Bey Su. We would then just require keywords for each combination, or even each component. Hm...

I think the differences between the Tsolyani cities are fairly well defined, and that you wouldn't get to them from a "generic" model like this. Also, I don't think that you'd want to rely on just (say) the Temple/Religion keyword to cover all the distinctive local flavour of citizens of Jakalla, Purdimal, Fasiltum and/or Penom, not all of whom follow the local majority religion but all of whom will have had their outlook on life shaped by it (I'd imagine).

So, having a generic 'Tsolyani' homeland keyword, then applying local 'spin' (rather like the way the Imperial Lunar Handbook treated Pelandan cities or Provincial kingdoms) might be the way to go... and this could be more than a single extra ability, depending on how keen you were to develop these differences.

Homeland (and specific City), Lineage (Very High/High/Middle/Low etc.), Temple (god or cohort) and Occupation (cf. HeroQuest; customised for individual Legions, Palaces of the Realm, etc.) ... that might make a nice set of four keywords to start out with. (The Temple keyword would, of course, omit magic: the sorcerers and priests of Tekumel would get it from somewhere else, an advanced occupation keyword or whatever works best).

Cheers, Nick

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On 9/16/2003 at 8:44pm, Mike Holmes wrote:
RE: How difficult is it to use HQ in other settings?

Wow, Nick, great analysis.

I think that perhaps magic would come with appropriate Occupations, or merely have to be purchased with extra slots. It's the ubiquitousness of the magic in Glorantha that means that you have to have a Magic Keyword, and hence it's exclusion from the occupations, IMO. For other settings, it seems to me that magic Abilities would make sense as part of Occupations.

Think of it this way - either you get an Occupation, or you get a Magic Keyword representing yout occupation.

Make sense?

Mike

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On 9/16/2003 at 11:20pm, Mac Logo wrote:
RE Solaris/Star Wars

I have to admit be being very intrigued by the mix of HQ, Solaris and Star Wars. I would love more details. It sounds totally evil from a Narrator POV.

Graeme

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On 9/17/2003 at 12:59am, RaconteurX wrote:
Re: Solaris/Star Wars

Mac Logo wrote: I have to admit be being very intrigued by the mix of HQ, Solaris and Star Wars. I would love more details. It sounds totally evil from a Narrator POV.


Evil does not even begin to describe it, Graeme. The heroes were carefully crafted to have numerous vulnerabilities through which the Dark Side could sink its hooks into them. My chief inspiration was Unknown Armies. Its Passions and Madness Meter are easily tweaked to fit the inner turmoil which accompanies temptation by the Dark Side. Grafting this onto HeroQuest was a little ad hoc, but I was satisfied with the result and the players did not seem to realize it was anything but part of the existing HQ mechanics until I reveal that it was not at game's end.

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On 9/17/2003 at 1:37am, RaconteurX wrote:
RE: How difficult is it to use HQ in other settings?

moonbroth wrote: Having a generic 'Tsolyani' homeland keyword, then applying local 'spin' might be the way to go... and this could be more than a single extra ability, depending on how keen you were to develop these differences.


A splendid idea, Nick, although I am not certain how well-documented the regional differences are in empires other than Tsolyanu. I for one would like to encompass as much of the Five Empires (and beyond) as possible. Also, I am not certain that the regional differences within Tsolyanu are as great as those between Pelorian cultures as outlined in Imperial Lunar Handbook. Had I my copy of it to hand I would comment with greater specificity, but alas it sits in storage awaiting the final stage of my move.

As for your four keywords, I do not see that they differ from those I suggested save for vocabulary substitutions. Clans are a tough call... is it worth writing up individual keywords for each, or leave them generic? If the latter, why then should the regional differences not also be left generic? We also run into trouble, if we opt for specific clan keywords, where lands other than Tsolyanu are involved, and again I would like to see a broader focus.

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On 9/17/2003 at 6:56am, Nick Brooke wrote:
Tsolyani keywords

RaconteurX wrote: I am not certain how well-documented the regional differences are in empires other than Tsolyanu.

Where we know them (for a city), we can implement them. Where we don't, we'd just stick with the generic Livyani/Salarvyani/Mook/whatever keyword.
I am not certain that the regional differences within Tsolyanu are as great as those between Pelorian cultures

I'm not saying that. I'm saying that the generic Tsolyani keyword can be 'tweaked' for each city, in the same way the generic Pelandan keyword is 'tweaked' for each city; not that the cultural differences between Avanthar and Butrus (two Tsolyani cities) are comparable to those between (say) Pelanda and Rinliddi!
Clans are a tough call... is it worth writing up individual keywords for each, or leave them generic?
My call would be to leave them generic -- I used the wrong term when I referred to a Lineage keyword. The social rank of your clan (low, lower, lowest...) should make some difference to starting abilities, but the precise clan is less important re: abilities than the home city and the religion, IMO. Note of course that these three are interrelated to some extent - some of the clans are centred in particular cities or regions, most clans have religious preferences, most cities have major local temples... and so it goes.

Again, because we have most detail about Tsolyanu, we can implement more choice and variety there. Broadening the focus until we fuzz out local detail where it exists seems wrong to me.

Like you, Michael, I want this to be clean and simple: let's just have one generic Tsolyani keyword, tweaked where advantageous (or known!) for home city peculiarities and clan ranks; not a separate keyword for every city and every clan, everywhere in the Five Empires, required before play can begin!

Cheers, Nick

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On 9/17/2003 at 9:59am, pete_darby wrote:
RE: Re: Solaris/Star Wars

RaconteurX wrote: Evil does not even begin to describe it, Graeme. The heroes were carefully crafted to have numerous vulnerabilities through which the Dark Side could sink its hooks into them. My chief inspiration was Unknown Armies. Its Passions and Madness Meter are easily tweaked to fit the inner turmoil which accompanies temptation by the Dark Side. Grafting this onto HeroQuest was a little ad hoc, but I was satisfied with the result and the players did not seem to realize it was anything but part of the existing HQ mechanics until I reveal that it was not at game's end.


As someone considering throwing Gloranthan characters into Dorastor, I need to see these mechanics.

In, like, a physical need kind of way.

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On 9/17/2003 at 2:16pm, Mike Holmes wrote:
RE: How difficult is it to use HQ in other settings?

I think we've wandered a bit. While these examples do highlight how you can use HQ for other settings, I think that each setting that needs to be discussed in more detail would do well to have it's own thread. If you really want to discuss any one of these in detail, I'd recommend starting a new topic up. There are at least two that I'd like to see get their own discrete discussions. :-)

Mike

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On 9/17/2003 at 11:25pm, RaconteurX wrote:
RE: Re: Solaris/Star Wars

pete_darby wrote: As someone considering throwing Gloranthan characters into Dorastor, I needto see these mechanics.


My "temptation meter" worked on a similar principle, but used the heroes' own personality traits and relationships (which function enough like Unknown Armies Passions to be suitable) to provide many of the difficulties for their attempts to avoid the Dark Side. Success meant the hero achieved a measure of calm (e.g. a check to one of his Serenity boxes) in the face of temptation, while failure meant the hero took one step further along the Dark Path by acting in a manner inappropriate for a Jedi (angry, fearful, aggressive, etc.) and got a check to one of his Seduced boxes. Unlike UA, a Jedi would turn to the Dark Side when he or she had five Seduced boxes of any type checked.

To adapt the Madness Meter more directly, you would simply have to set up a scale of stress challenges like that in UA and decide what abilities to accept as equivalents to UA's Mind stat (which could change from circumstance to circumstance).

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On 9/18/2003 at 8:26am, pete_darby wrote:
RE: How difficult is it to use HQ in other settings?

Thanks - another tool for the box...

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On 9/19/2003 at 12:00pm, Ian O'Rourke wrote:
RE: How difficult is it to use HQ in other settings?

I might pick up the new, more clear, rules as I always thought Heroquest would be ideal for:

A Robin of Sherwood style game
A Pendragon Game (as in the game)
A Fading Suns Game (as someone mentioned)

When I was looking at this stuff before I never really worried about keywording all the profressions and cultures. Surely you can just use the characters write a 100 words or so and pick the keywords out approach?

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On 9/19/2003 at 3:14pm, Mike Holmes wrote:
RE: How difficult is it to use HQ in other settings?

Well, that works Ian. In fact what I've been doing is to let the players know about the culture and work out the keywords together. Very similar in effect. Indeed, once the player has written the Keyword for their character, I've been saying that it then becomes the official Keyword for the setting (in this case Shadow World).

The problem with this is that I've got very few done this way. And the "work" of putting the keywords together is actually entertaining, IMO. Why let the players have all the fun? I have an urge to put these things together because I think it'll be a really interesting exercise.

In any case, when I have a written Keyword, I consider it a jumping off point anyhow. The last character I made was from Esvular, but I wanted him to have been on the road all his life. So we changed his Homeland keyword from Esvular to Esvular Traveler, changing a couple of his Abilities with it (mostly the area knowledge sorts of stuff).

So having Keywords written up is just food for thought and shortcuts for character generation. If the player says, "I want to be a typical Brother Battle," I want to be able to give him the list right off. And if he wants something different, he has something to modify off of.

But not having Homeland Keywords written wouldn't stop me from playing, indeed hasn't. I'd heartily recommend diving on in.

Magic, OTOH, is the sticking point. Not in terms of what the keywords are, but in terms of what modeling they progress upon. One could just make all magic Abilities simply straightforward Abilities. But that would take some of the color out of the system. So I try to make the Magic convert in some ways to keep the nifty elements. I've found that the setting converted benefits greatly from the thought that goes into how magic works, and that the magic itself is, in the end, much more interesting.

Mike

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On 9/23/2003 at 10:56am, Ian O'Rourke wrote:
RE: How difficult is it to use HQ in other settings?

Mike,

Yeah, I see what you mean. I'm just incrediby lazy :)

As an aside, and slightly off topic, but pertaining to Fading Suns, if you want to see an example of how religion works on FS, watch the movie Sin Eater.

It has an order of Catholic Priests (Eskatonics) operating within the standard Catholic Church. They hunt down lost law, and believe demons still exist, etc. The 'setting of the movie' also establishes a medievil paradigm for religion, with the movie being about a man who is a Sin Eater - he can absorb sins (which are really, quantifiable things in the movie) and this annoys the church as only God can offer redemption.

It made me think of Fading Suns when I watched it. I also thought it was very good.

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