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Topic: HQ for a Low-Fantasy Setting: Help needed
Started by: Caynreth
Started on: 1/28/2004
Board: HeroQuest


On 1/28/2004 at 3:15pm, Caynreth wrote:
HQ for a Low-Fantasy Setting: Help needed

Hi

I picked up HQ some weeks ago and I'm really excited about playing it. I don't have much experience however with such 'unusual' game-concepts (after years of GURPS, Earthdawn and D&D I tried Pool and loved it and there is a copy of Sorcerer waiting on my shelf).

I would like to use HQ with a different setting than Glorantha. It's the setting from a German RPG called DSA - “Das Schwarze Auge” (the black eye). It's a standard low-fantasy setting based on the middle-ages or renaissance, with 'scientifically' explained magic and some fantasy races like elves and dwarfs.

As I never played HQ I'm struggling with the right keywords for character creation. The occupation keywords in HQ are pretty generic for a fantasy setting. But I'm quite at a loss with the homeland keywords and especially the magic keywords.

Maybe someone could provide some general ideas on creating new keywords for such a setting or suggest a thread that could be of help.

Thanks in advance

Caynreth

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On 1/28/2004 at 4:30pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

I've retooled HQ for a number of different settings myself. There are a couple of approaches that you could take regarding the Homelands:

1) Take a highlighter to the sourcebook: I did this in my Hyborea game. I just took a highlighter to the source material (in the Hyborea campaign it was a big word document detailing the setting) and highlighted every personality trait, skill and relationship that was listed as common to the people of that region. If the book said they were "tall" that was good enough to give the Race a "Tall 10" ability or something of that nature. If it said they were conniving, well that was just the personality trait "Conniving."

An important point here, however, that Mike Holmes brought to light for me was to differentiate abilities and personality traits that were intrinsic to Race/Species and those that were ingrained due to the Culture or Homeland. It's the whole Nature vs. Nurture debate from Anthropology 101. For instance, say I have Elves. Well, the book says they don't age, they're beautiful, naturally graceful, well-read, peaceful, and cooperative.

Well, "Don't Age", "Beautiful" and "Naturally Graceful" are all fairly well ingrained into their "genetics" so to speak. So those would be "Species" or "Racial" abilities. We would also give these abilities a ranking (most likely) along the lines of "Don't Age 5w2" (5w2 is a good rating for abilities like immunities and whatnot), "Beautiful 19" and "Naturally Graceful 15." As you play more, you'll get more familiar with what rating to give what ability. You'll also here have to decide which abilities are "magical" in nature and which are not. "Don't Age 5w2" is pretty well a magical ability. Whether or not the other two are is a decision you'll have to make based upon the source material or your own gut instinct.

The other abilities and personality traits like "Well-Read", "Peaceful" and "Cooperative" I would put into the Elven Homeland. Why? Well, a good question I ask myself is "If an Elf were born and raised outside of their homeland would this trait still be a part of their character?" For instance, is it possible for there to be a warlike Elf, an illiterate Elf, or an Elf that didn't get along with everybody. If those answers are emphatically "Yes" then I generally put the trait into a Homeland, instead of the "Race/Species" category. A good comparison is that there are no Elves that don't have the "Resist Aging" ability but there are Elves that aren't necessarily peaceful.

I hope I'm making sense....

2) A second tactic that I've used in Homelands, especially those in less developed settings, is to go through the HeroQuest book and find a culture that is most similar to the one I'm trying to emulate. I then grift as many of the traits listed in the HeroQuest homeland for the homeland I'm trying to build. This is, IMO, a good way to add some depth to the cultures in many settings. IME, a lot of published settings leave some pretty gaping holes in their cultures that HeroQuest plugs up.

It's also worth noting that, in most of the settings I've built, I've been using a combination of these two methods.

P.S. HeroQuest Homelands also ALWAYS include the [Homeland] Geography and [Homeland] Customs at the very least. Just go ahead and write those down whenever you do a homeland. IME, also, the following formula follows the setup of Homelands in HQ fairly closely:

Homelands have roughly 7 Abilities listed, two of which are the Geography and Customs. Homelands often have between 3 and 5 Personality Traits listed. Relationships vary but usually having anywhere from 1-3 suggestions is pretty safe.

And that's it for Homelands.

Now, regarding magic, before I give any advice on how I would do it or have done it, I would like a bit more information. You mention that the magic is "scientific" which would lead me in the direction of HQ Wizardry, but how exactly is the magic supposed to work in the setting. A modified form of Theism may actually work better (or even Animism if such is the case).

Currently, I'm in the middle of a re-write of the Midnight-HeroQuest conversion and also working on a DarkSun-HeroQuest game as well. I should be done within the next few months. I would be happy to send you anything that you would like to give you an example of some ideas. Unfortunately, most of the documents have a big Under Construction sign on them right now. But, if you're willing to wait a week or two, Midnight would probably be a good example of where you take the HeroQuest system with a little time and a lot of typing.

Scott

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On 1/28/2004 at 6:46pm, doubtofbuddha wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

I read Scripty's Midnight HeroQuest document back when I was considering running HeroQuest in a different setting, and it proved to be very useful. So I highly reccomend you take a look at that.

I really don't have very many reccomendations beyond that as I think he covered what you need to do quite nicely up there.

As an aside, Scripty if you want any help with your Dark Sun conversion let me know. While I don't actually own any of the Midnight source material I do have a big stack of Dark Sun material that would allow me to contribute. I also think I have a much better grasp of the rules now that I have played the game a bit...

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On 1/28/2004 at 7:24pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

doubtofbuddha wrote:
As an aside, Scripty if you want any help with your Dark Sun conversion let me know. While I don't actually own any of the Midnight source material I do have a big stack of Dark Sun material that would allow me to contribute. I also think I have a much better grasp of the rules now that I have played the game a bit...


Super-kewl! Not to threadjack here, but would you mind if (once I got a draft of the Dark Sun stuff completed) I sent a copy to you to review and make corrections? That would be great. Right now, I'm working with the boxed set and a few of the Splatbooks. I'm trying to start out pre-Dragon Kings so I'm pulling out most of the meta-plot. I would still really appreciate it if you wouldn't mind giving what I have a once over when it's (almost) ready for human consumption. Lael Buchanan, Mike Holmes and others have been a great help with the Midnight conversion. Once I get Mike's suggestions addressed, I'm thinking of posting the Midnight document to againsttheshadow.org (a Midnight fansite). Mike had a lot of great input about HeroQuest and using it in other settings. It's really exciting to think that I might have the same level of collaboration on Dark Sun, too. Thanks Jesse!

Scott

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On 1/28/2004 at 8:02pm, Caynreth wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Thanks a lot for your extensive reply! The 'highlighter' idea is easy to apply and great. I'll start with this one.

I'm still not sure what to do with the different races/species. Would you suggest to make up an additional type of keyword for the races/species? What about the humans? In my setting they are like real humans, nothing special here.
The difference between race and homeland makes very much sense. Usually all elves are nice guys who respect nature and live in in the woods. But your example with the elf raised somewhere else makes it quite clear.

Now magic: In DSA magic is supposed to be the manipulation of a magical essence from another plane. Every magic-user can hold an amount of mana and use it to carry out spells. Only some people can use magic, this ability is inborn. While mages and other scholars use magic in a technical way, there are other magic-users who see it more in a natural way, as a special essence like that of life or alike.

The types of magic users and their ideas about magic are pretty much like those in D&D or other classical RPGs:
Druids: Magic comes from Sky and Earth thought as elementary powers. Druids want to stay neutral.
Geodes: Dwarven druids who choose one of the elements to serve. Their magical power comes from this element.
Elves: All elves are magic-users. They don't believe in gods. Magic is an essence like life and a tool to live their lives.
Witches: They believe in Satuaria the goddess of Earth, the mother of all things, who gives them their power.
Dilettantes: People who can do wonderous things, but don't know why and sometimes what.
Mages: The classical scholars. They study magical power as a tool and a raw energy to manipulate things the way they want them to be.
Charlatan: The entertainer type. He uses his magic in his live in stage. Magic is the possibility to impress and deceive others.
Implike: People raised by imps. They use magic to do, well, implike things.

There are also priests in this setting, who get their magical powers from their gods. They have a known and respected pantheon of gods (12 and an adversary god) and there are some shamanistic cultures where people believe in the great 'wolf-mother' and alike.

I'd like to read your 'conversion documents'. Please e-mail them when you're finished.

Once again: Thanks.

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On 1/28/2004 at 10:14pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Caynreth wrote:
The types of magic users and their ideas about magic are pretty much like those in D&D or other classical RPGs:


I think that you'll find that Theism is among the most versatile of the magic systems in HeroQuest. It can cover everything from priestly magic, to superpowers and on. If in doubt, IMO, go with the rules for Theistic magic.

Caynreth wrote: Druids: Magic comes from Sky and Earth thought as elementary powers. Druids want to stay neutral.


Use Theism.

Caynreth wrote: Geodes: Dwarven druids who choose one of the elements to serve. Their magical power comes from this element.


Again Theism.

Caynreth wrote: Elves: All elves are magic-users. They don't believe in gods. Magic is an essence like life and a tool to live their lives.


Either Theism or Talents.

Caynreth wrote: Witches: They believe in Satuaria the goddess of Earth, the mother of all things, who gives them their power.


Again, Theism.

Caynreth wrote: Dilettantes: People who can do wonderous things, but don't know why and sometimes what.

Talents, most likely. Or Theism.

Caynreth wrote: Mages: The classical scholars. They study magical power as a tool and a raw energy to manipulate things the way they want them to be.


Sounds more like Wizardry. But it could probably also be represented by the rules for Theism.

Caynreth wrote: Charlatan: The entertainer type. He uses his magic in his live in stage. Magic is the possibility to impress and deceive others.


Talents or Theism.

Caynreth wrote: Implike: People raised by imps. They use magic to do, well, implike things.


Again, Talents or Theism.

Caynreth wrote: There are also priests in this setting, who get their magical powers from their gods. They have a known and respected pantheon of gods (12 and an adversary god) and there are some shamanistic cultures where people believe in the great 'wolf-mother' and alike.


Theism for the Priests. Animism for the Shamans, just because, well, Shamans SHOULD be using Animism, even if it isn't reflected in the source material.

Another thing to note is that when I am referring to the various forms of magic I am referring to their RULES not their ties to the setting. Magic in HeroQuest is very much tied to the setting. I'm not talking about making Dilettantes devotees to a specific diety, I'm talking about having their powers function like those of the Theists in HeroQuest. There are subtle differences between Theism and Wizardry. There are not so subtle differences between these two and Animism. When in doubt, I think Theism's framework is the most versatile.

I think that Midnight will help you out a lot. When I'm done with this revision (I'm hoping within the next couple of weeks), you'll see it has: a new (more generic) way of handling magic and concentrating one's magic that is less reliant on setting elements, two ways of handlings the spell points issue, and extensive rules for handling the building of characters with multiple types of magic and how that affects the use of that magic. Overall, it should be quite interesting. I owe most of the inspiration for this revision to Mike Holmes. His advice and him taking the time to go over some of the areas of the HeroQuest system upon which were still grey to me were instrumental in making the document usable not only to those who were coming from Midnight to the HeroQuest system but also for those who were unfamiliar with Midnight but knew HeroQuest backwards and forwards.

It will also give you several examples of breaking out Race/Species and Homeland.

Caynreth wrote: I'd like to read your 'conversion documents'. Please e-mail them when you're finished.

Once again: Thanks.


Sure. If you could PM me your email, I'll make sure I send you a copy of Midnight after I'm done with the latest overhaul.

Scott

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On 1/28/2004 at 10:33pm, doubtofbuddha wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Scripty wrote:

Super-kewl! Not to threadjack here, but would you mind if (once I got a draft of the Dark Sun stuff completed) I sent a copy to you to review and make corrections? That would be great. Right now, I'm working with the boxed set and a few of the Splatbooks. I'm trying to start out pre-Dragon Kings so I'm pulling out most of the meta-plot. I would still really appreciate it if you wouldn't mind giving what I have a once over when it's (almost) ready for human consumption. Lael Buchanan, Mike Holmes and others have been a great help with the Midnight conversion. Once I get Mike's suggestions addressed, I'm thinking of posting the Midnight document to againsttheshadow.org (a Midnight fansite). Mike had a lot of great input about HeroQuest and using it in other settings. It's really exciting to think that I might have the same level of collaboration on Dark Sun, too. Thanks Jesse!

Scott


Definitely.
Do you have my e-mail address?

I actually know the guy who runs againsttheshadow.org and am currently encouraging him to try out HeroQuest. ;) He seems pretty enthusiastic about the idea so far.

But yeah, I would definitely be willing to help you out. Besides it would give me good practice if I ever decide to do something similar with Planescape.......

PS, any chance you would be willing to give me reccomendations on relationship mapping my current game. :D If not its cool.

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On 1/29/2004 at 12:31am, Mike Holmes wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

I want to look at the Immunity thing. I'm writing an article about this stuff, and I want to discuss this before proceeding.

Basically I used the 5W2, to be immunity, because of how it reads - the character is a master at resisting these things. Sounds good, but does it work? For aging, for example, in order to make aging appropriately dangerous against a typical human with a Resist Aging defaulted to 6, you need only to set it to 17 or so. This will typically result in a Hurt or Impaired result, which seems comensurate with aging. Only a 1 in 400 to be dying from age. I'm really not sure where I'd put one of these, but I don't think that it would get a mastery.

OTOH, it doesn't need a mastery. Against that elf, even a default strength of 6 for the attack will weaken the elf substantially once in 400, and deliver a hurt more often than that. For creatures that live potentially more than 12,000 years, is this appropriate? Hard to say.

But much more obvious, are my "immunities" to fire and the like. At 5w2, that fire giant is going to have a serious problem going through even a bonfire (using the sample resistances), much less magma or something. So, is this really enough?

The simplest method is just to say that these aren't potential contests for these characters. That is, immunity means immunity, and you just never roll. But what about magical attacks? Does the character have a heightened resistance to these? Complete immunity? In any case, per the Bombastic Title (?) rule, this isn't really in the spirit of HQ. That is, I'd prefer to say that immune means "rarely if ever succumbs to normal levels of these things". Such that you'd probably only do a contest if the attack had some oomph behind it. (For aging, for example, I'm thinking like the ghost's attack from D&D).

But to get to that point for fire, that's a 5W4 just to be able to beat the largest normal fires even half the time. I'd probably be satisfied with that, personally, but the question is do I want to give out powers that large just based on species? I mean, I thought that Cyclopses were bad with their Huge 10W3, ratings. OTOH, these are pretty narrow. I think that most players would be hard pressed to find ways to attack others with a Resist Aging 5W2 (OTOOH...).

So, what do y'all think? Would you rate immunities? How high makes for a reasonable immunity? Is it odd to be handing out abilities that high just to describe some little characteristic of a creature? Are immunities just not supported by the game?

Mike

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On 1/29/2004 at 1:00am, Brand_Robins wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Mike Holmes wrote: So, what do y'all think? Would you rate immunities? How high makes for a reasonable immunity? Is it odd to be handing out abilities that high just to describe some little characteristic of a creature? Are immunities just not supported by the game?


For "immunities" that are supposed to make the character immune to any normal attack (as opposed to an "immunity" to age that just means you live a really long time) I'd suggest using it as a magical ability. That is to say anything "mundane" that you go against will only effect you at a 14, and only magical effects can get it above that.

So a Fire Giant with Immunity to Fire 5w2 can walk through a forest fire with a resistance of 14 -- which considering he's 2 masteries up isn't really worth making a contest out of. It would only be if a fire-spirit attacked him that he'd have to worry. That would be where you'd want to decide the level of the immunity -- how hard would it be to hurt the giant with a fireball or magical effect around fire? At a 5w2 gods of fire could still hurt the giant with a flame-strike, but most human mages couldn't. At 5w4 even most dragons won't be able to melt you down like the could with rings of power.

What "magical" is could varry by setting too. In a lot of comic books, for example, the characters will be pretty immune to normal things, but the attacks of other supers or super-science can still level them. (Superman has occasionally boucned intercontinental missiles off his eyeball, but Martian Manhunter can pound his spandexy-butt through a wall.) So any "super source" attack can be considered magical.

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On 1/29/2004 at 2:59pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

doubtofbuddha wrote:
Definitely. Do you have my e-mail address?


Actually, I don't. You could PM it to me, though.

doubtofbuddha wrote: I actually know the guy who runs againsttheshadow.org and am currently encouraging him to try out HeroQuest. ;) He seems pretty enthusiastic about the idea so far.


Awesome. I'm not sure how many people will be interested in Midnight-HQ but I'm thinking it might introduce some people to the HeroQuest system that might not otherwise be interested in trying it out. It would be great if your friend might consider posting the document (it's up to about 58 pgs. now...)

doubtofbuddha wrote: But yeah, I would definitely be willing to help you out. Besides it would give me good practice if I ever decide to do something similar with Planescape.......


Cool. Planescape was on my short-list as well. If you're interested in trying to do a conversion, I know that I would be very interested in lending a helping hand. I think Ron mentioned he would like to work on a conversion as well. Eh, he should be working on a new Sorcerer book. We could put this thing together and work out a trade. ;)

doubtofbuddha wrote: PS, any chance you would be willing to give me reccomendations on relationship mapping my current game. :D If not its cool.


I think you've gotten great advice thus far. Really, I'm not the great relationship map guru. I've used them but only with marginal success (pun intended). My biggest pitfalls were making them too big and not leaving holes where I could plug in player created NPCs. That's about all I could advise. When I don't have anything better to add to a discussion, most of the time I just lurk. Note I said "most of the time." I'm pretty long-winded every once in a while.

Scott

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On 1/29/2004 at 3:05pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Mike Holmes wrote: So, what do y'all think? Would you rate immunities? How high makes for a reasonable immunity? Is it odd to be handing out abilities that high just to describe some little characteristic of a creature? Are immunities just not supported by the game?

Mike


I agree with Brand. For some reason, I thought that's how you were using immunities. Hence a lightbulb went off when I saw your Shadow World spreadsheet and I immediately adopted them for Midnight. I had immunities pretty much all wrong. I think Brand's explanation gets them pretty much all right. An elf with "Resist Aging 5w2" would only need to roll against a default resistance of 14 to resist 100 years (or even more) of aging. That makes elves pretty much immortal in my book...

Go Elves. Or, rather, Elfs.

Scott

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On 1/29/2004 at 7:48pm, Mike Holmes wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Yep, that does it, thanks. Looking at things, for the immunities that seem to be impossible, they'd be magical, and hence work that way (I love the fire giant in the forest fire image). For those like aging, I don't have any set information anyhow on oppositions, so I can set these as I like. No problems.

Thanks,
Mike

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On 1/30/2004 at 9:11am, buserian wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

This has been a really useful thread.

The idea of treating resistances as magical is what I would have suggested, if it hadn't been already. Keep in mind, however, that this does seem to stretch the rules a bit -- the Resistance 14 thing applies when you use a magical ability as an active ability in a contest, not when you resist some other ability using a magical ability. It makes sense, but it isn't actually part of the rules as I read them.

As for low-tech magic, Caynreth mentioned Mana, which implied (to me) a daily limit on spell-casting. It this is true, theism is not a good choice for the magic systems, because it doesn't have such limits.

In DSA magic is supposed to be the manipulation of a magical essence from another plane. Every magic-user can hold an amount of mana and use it to carry out spells. Only some people can use magic, this ability is inborn. While mages and other scholars use magic in a technical way, there are other magic-users who see it more in a natural way, as a special essence like that of life or alike.


If the Mana is used as a pool, direct conversion will be difficult. If it is a spell limit kind of thing, like DnD, then using orderlies and their formularies as the model might work best. You would want to relax the limitation on how many uses of a given spell they can buy with hero points, but other than that the system ought to convert over pretty well.

Animism can probably replicate limited uses fairly well, too. Hero Wars specifically had limits on how often a fetish spirit can be used, and while this is not specifically the case in HeroQuest, applying a penalty to the attempt to release and use the spirit based on how often it has been called forth today could accomplish the Mana effect quite well:

1st attempt to use spirit = no penalty to Friendship with [Practice Spirit]
2nd attempt to use spirit = -3
3rd attempt to use spirit = -6
etc.

Increasing your Friendship rating means you are more likely to be able to call on the spirit, but even a really high rating will fail once in awhile.

When convertin magic, what you need to think about is the basic characteristics of the magic systems, not how individual "spellcasting" works:

Talents -- pay your points, get specific magical abilities.

Theism -- pay your points, get broad magic; pay more points, get focused magic.

Animism -- pay fewer points, but must work within a relationship

Orderlies -- pay few points, but magic use limited until renewed, and don't lose your focus.

Adepts/wizards -- pay your points, get lots of magic; pay more points, get higher ability rating in specific magical effects; either way, don't lose your focus.

These magic types, and the 14 resistance to Magic, work very well when trying to match up to Low Fantasy. If the magic is technology based, that is, the magician must _hold a focus_, then orderlies or adepts are probably going to be the best fit. If the magic simply happens, and is always specific effects, then talents are what you need. If the magical abilities are fairly broad and all-encompassing (like "Elemental Power Pool" or whatever it is/was called in Champions), then theism is what you want. If the magic involves working with a distinct entity to do your bidding (whether a nature spirit, a demon, or a temperamental computer), then animism is the ticket.

Hope this rather general set of suggestions helps.

buserian

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On 1/30/2004 at 2:44pm, Caynreth wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

OK, I'll try to explain DSA-magic with more details.

The world itself is without any magical energy. But there is another plane (astral plane) which is full of raw magical energy. A magic-user is able to draw upon this energy, fill himself with it and transform it into some usefull effect. The magic-user is like a container for magical energy. The amount of it depends on his experience. The higher the experience the higher the amount of energy he can hold. Sometimes the magical energy from the astral plane becomes manifest without any worldly activity by a magician. It then fills places, objects or people.

The magic user can manipulate everything around him with the use of the magical energy he holds. The effect of his 'wizardry' depends on the amount of energy he uses and the ways he learned magic. Some magic-users are highly trained to achieve certain effects, others just let the energy flow and hope it works the way they want it to. During this process the magic-user empties his amount of magical energy. So magic is limited by the amount of magical energy one can hold at a time.

There are three ways to refill this energy:
1) Enter the astral plane and draw upon this raw energy. Extremly dangerous and not well known.
2) Take some kind of potion. These are very difficult to make.
3) Just rest and sleep. The usual way.

At first I wasn't concerned with limiting the magical pool during conversion. But now I worry about the balance between PCs. In HQ everyone can use magic, so this is not a problem. But in DSA it's limited to only a few.
I thought about allowing the use of magic only with an appropriate occupation keyword. Or make the players choose between an occupation or a magic keyword. But I'm still not sure. I don't want the magic users to become those 'super-heros' making the other characters useless.

Any thoughts?

Cay

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On 1/30/2004 at 5:14pm, Peter Nordstrand wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Hi,

Here's how I would do it, based solely on your last post. I don't know if it helps.

Caynreth wrote: The world itself is without any magical energy.


Ergo: No common magic.

Caynreth wrote: But there is another plane (astral plane) which is full of raw magical energy. A magic-user is able to draw upon this energy, fill himself with it and transform it into some usefull effect. The magic-user is like a container for magical energy. The amount of it depends on his experience. The higher the experience the higher the amount of energy he can hold.


Every magic user has a Mana ability, which is her capacity for storing magical energy. Treat it as a mundane ability (either a Skill or perhaps a Relationship with the astral world). No Magical Ability is allowed to increase past a character's rating in Mana.

Caynreth wrote: During this process the magic-user empties his amount of magical energy. So magic is limited by the amount of magical energy one can hold at a time.

There are many ways to do this I guess, but I would just make sure that any failed magic roll inflicted damage to a character's Mana rating (as per Contest Consequences table, page 74). No magical or mundane ability, except the ones mentioned below, can be used to "heal" Mana.

Caynreth wrote: There are three ways to refill this energy:
1) Enter the astral plane and draw upon this raw energy. Extremly dangerous and not well known.


Requires A) the appropriate ability to travel to/open a gate to the astral plane, (resistance to succeeed is 10W3) and B) that the quester overcomes suitable obstacle with a high (3-4 masteries) resistance.

Caynreth wrote: 2) Take some kind of potion. These are very difficult to make.


Making these potions require a specific ability. Also, the resistance is 10W3 or so. The potion counts as magical healing, using the its creator's make potion ability rating.

Caynreth wrote: 3) Just rest and sleep. The usual way.


You may want to set more specific time limits, like this:

Hurt (-1): A good nights sleep per hurt.

Impaired (-10%): A couple of days, at least, or until the end of the current adventure, whichever makes most sense.

Injured (-50%): A week or more.

Dying: A month or more.

Caynreth wrote: Sometimes the magical energy from the astral plane becomes manifest without any worldly activity by a magician. It then fills places, objects or people.


Treat these objects as Reliquaries (see HeroQuest, page 174). I.e. they have functions just like Guardians. People filled by magical energy can be treated either as Guardians, or as ordinary people with special abilities, or both.

Caynreth wrote: The magic user can manipulate everything around him with the use of the magical energy he holds. The effect of his 'wizardry' depends on the amount of energy he uses and the ways he learned magic. Some magic-users are highly trained to achieve certain effects,


Treat as spells in HeroQuest, i.e. each magical effect can do only a limited thing. Suitable abilities are specific (Ignite Wood, Protection from Missile Fire).

Caynreth wrote: others just let the energy flow and hope it works the way they want it to.


Treat as affinities, i.e. broad magical abilities (Fire, Protection). They can be used either to augment at its full rating, or to improvise specific magical effect but getting a penalty of -5 to -15 depending on circumstances.

Caynreth wrote: At first I wasn't concerned with limiting the magical pool during conversion. But now I worry about the balance between PCs. In HQ everyone can use magic, so this is not a problem. But in DSA it's limited to only a few.


I don't think this is much of a problem.

For beginning characters, limit them to a small number of spells (5 or 10 or whatever feels good), and/or only two or three "affinities".

More importnantly, you can control this by keeping high costs for raising magical abilities: 2 hero points to raise a spell by +1, and 3 or 4 to raise an "affinity" sounds about right.

Hope this helps in one way or the other. My main advice is this: Create your own magic system based on how the game world works, and refer to the Gloranthan systems in the HQ rulesbook only for inspiration.

/Peter N

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On 1/30/2004 at 6:32pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Peter Nordstrand wrote: Every magic user has a Mana ability, which is her capacity for storing magical energy. Treat it as a mundane ability (either a Skill or perhaps a Relationship with the astral world). No Magical Ability is allowed to increase past a character's rating in Mana.


This is similar to how Lael and I treated what we called "Spell Energy" in Midnight. I will get the document to you, Caynreth, as soon as I can but the basic rundown on Spell Energy is:

1) Each race starts out with a set amount of "Spell Energy." The amount of Spell Energy available to someone is distinguished by their genetics.

2) In Midnight, it is a magical ability. But only those trained in spellcasting can take it. It's only use is as an ability is as a defacto magical resistance, or an automatic augment to any other form of magical resistance that the character has.

3) When casting a spell, the consequences have been altered in relation to a character's Spell Energy. This was necessary for Midnight because pretty much all non-Izrador spellcasting drains spell energy. So, if the spellcaster has a Complete success then they lose zero Energy, if they have a major, minor, or marginal success then they lose -1. If they have a tie or marginal defeat, again the loss of Spell Energy is -1. If they have a minor defeat, then Spell Energy is dropped to -10%. If they have a major defeat, it's dropped by -50%. If they have a complete defeat, then all spell energy is lost.

There are rules for casting when you have no Spell Energy left, but they wouldn't seem to apply in your situation.

4) Spell Energy is recovered (healed) with rest. Rather than keep up with the loss of Spell Energy as individual wounds, etc., I decided to just allow one Spell Point to be recovered per day of non-strenuous activity. This just seemed easier from a bookkeeping perspective, as I saw keeping track of all the Hurts, etc., as a real chore. It also fit in nicely with the way spellcasting worked in Midnight.

The second way that is presented in Midnight-HQ is based on just a simple spell roll. The negative consequences only apply when you roll a failure to cast a spell. In your case, the consequences of failure would be fatigue. So, someone who rolled a Minor Defeat in a spellcasting attempt would be fatigued at -10%. This is both better in some aspects than spell energy and worse in others.

It's worse in that a caster could just cast spells all day as long as they never failed worse than a marginal defeat. So much for low-magic! But it's better in that the caster can be dropped a lot quicker using this method, so it's more unpredictable. In the Spell Energy method, you don't start taking damage until your Spell Energy drops to zero. With this method, you could roll a complete defeat and collapse.

Either way could work, it depends on how you want magic to be in your game.

Scott

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On 1/30/2004 at 6:44pm, Mike Holmes wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Edited to note here that this cross posted with Scott. So now you have three options on how to handle these things. :-)

Peter's suggestions are looking a bit like what I posted here: http://www.indie-rpgs.com/viewtopic.php?t=8054

Comments:

Peter Nordstrand wrote: Every magic user has a Mana ability, which is her capacity for storing magical energy. Treat it as a mundane ability (either a Skill or perhaps a Relationship with the astral world). No Magical Ability is allowed to increase past a character's rating in Mana.
Why this limitation? Just for color? Or to give the player an incentive to keep it up?

Caynreth wrote: There are many ways to do this I guess, but I would just make sure that any failed magic roll inflicted damage to a character's Mana rating (as per Contest Consequences table, page 74). No magical or mundane ability, except the ones mentioned below, can be used to "heal" Mana.
The implication being that the character can't cast a spell that exceeds his lowered level then? Must be, else mana doesn't affect the caster's ability to cast.

What I did, was to say that to use a magic ability, the character had to roll a contest using his "spell point" ability against the level of the spell attemted as the resistance. Yes, this requires an extra roll, but it means that players can always attempt to cast things that are over their heads. In any case, failure has an impact on future casting in terms of lowering the stat, like you mention.

Good notes on healing in general for this stuff. For rest, however, I'd advocate making it a contest. The better the rest, the more bonus you get to your recovery roll. You can then either have some recovery ability like Rest Well or Regain Mana, or use traditional ones like meditation, prayer, whathaveyou. Difficulty is per normal healing rules.

Treat these objects as Reliquaries (see HeroQuest, page 174). I.e. they have functions just like Guardians. People filled by magical energy can be treated either as Guardians, or as ordinary people with special abilities, or both.
Ooh. Good call. Hadn't thought of that one. For less complicated objects, however, I just give them a rating that serves as another battery just like the first. Drain the one, and you can use the other. If they're meant to be finite, then when its drained, "Healing" the thing becomes recharging it, which can be as easy or difficult as the GM thinks makes sense. If it breaks completely or something, then it may be easier to just make a new one. If it's a Mana Battery gem ala GURPS, it should just be a contest like the healing ones above, or even easier than resting.

Treat as spells in HeroQuest, i.e. each magical effect can do only a limited thing. Suitable abilities are specific (Ignite Wood, Protection from Missile Fire).
Yeah, this is what I use for all "bookish" magic users, whether or not there's a monotheistic being in the equation. That said, I've found it possible to substitute the base magic of the world for that being. Thus the effect is that Study of Magic becomes parallel to Worship of God. Venerating Saints becomes Researching Wizards. Etc.

Caynreth wrote: At first I wasn't concerned with limiting the magical pool during conversion. But now I worry about the balance between PCs. In HQ everyone can use magic, so this is not a problem. But in DSA it's limited to only a few.


I don't think this is much of a problem.
Remember that with either Brand's mana interpretation, or mine, that the PCs will be limited in overall effects that they can create by the potential of magical disaster. At any time that 1:400 Complete Failure can occur making the guy's abilities useless for potentially a long time. Meaning that wizards really have an incentive to save their ability for when it's important. They can't count on getting their magic points back as reliably, so there's none of that "use em' or lose em'" attitude that you see in some games of that sort.

Mike

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On 2/28/2004 at 5:19pm, Caynreth wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Before deciding how to convert HQ magic rules into DSA magic there is still one thing about character creation I don't know how to handle.

I assume every player will choose a race/species keyword, then a homeland keyword and a keyword for the character's occupation.

That's all for non-magic-users. But how should I proceed with magic users? Will they get an additional 'magic' keyword? Or sould they choose their magic keyword instead of an occupation? Or something completly different?

Any suggestions would be very helpful

Cay

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On 3/1/2004 at 8:57pm, Mike Holmes wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Hmmm. If you were to simply have magic as part of an occupation, would it really balance out with other occupations? I'm guessing no. That is, unless you short the occupation of lots of things that it should have, then I think that smashing magic into an occupation just makes the occupation stronger. So I wouldn't do that. Keep them separate.

Now, that means that magic wielding characters have more breadth, power, etc, doesn't it? But why is that? Because they have an additional keyword, essentially.

In my SW game, I discovered that it was more interesting to allow characters to have more than the basic level of starting abilites. But what I found is that different players went different ways with how they wanted their character to be special. So I just went with the flow, and basically said that each character has one "thing" that makes them special. So, some have Advanced Experience, making their ability levels higher, some have odd Species Keywords. Some have the "Traveler" keyword to represent being from all over. And some have extra keywords.

So, what I'd suggest is just allowing players with characters that do not have a magic keyword to have another keyword. If you feel the need to balance.

That said, there are probably those who would argue that the common magic keyword is no substitute for a Specialized Magic Keyword. And most characters I've seen that have Specialized ones also have Common Magic anyhow. Meaning that in normal HQ this "imbalance" already exists, and is simply ignored. As such you might not even need my balance crock.

Mike

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On 3/4/2004 at 5:10pm, buserian wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Caynreth:

Before deciding how to convert HQ magic rules into DSA magic there is still one thing about character creation I don't know how to handle.

I assume every player will choose a race/species keyword, then a homeland keyword and a keyword for the character's occupation.

That's all for non-magic-users. But how should I proceed with magic users? Will they get an additional 'magic' keyword? Or sould they choose their magic keyword instead of an occupation? Or something completly different?


Mike Holmes:
Hmmm. If you were to simply have magic as part of an occupation, would it really balance out with other occupations? I'm guessing no. That is, unless you short the occupation of lots of things that it should have, then I think that smashing magic into an occupation just makes the occupation stronger. So I wouldn't do that. Keep them separate.

Now, that means that magic wielding characters have more breadth, power, etc, doesn't it? But why is that? Because they have an additional keyword, essentially.


Not sure if this is an appropriate suggestion, since I don't know enough about the background, but another option is to allow only magical occupations to use magic. That is, to use magic, the character must be a priest, spirit-talker, wizard, whatever. Those occupations don't have much in the way of "useful" abilities (as many players would see it), so magic becomes what is useful to them. (Other stuff can be part of their list or narrative.)

If someone doesn't have a magic occupation, then later wants to use magic, make them buy it, but start them out at a rating of 6 to simulate the lack of proper apprenticeship, the low level of control they have over untrained magic, etc.

buserian

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On 3/14/2004 at 11:34am, Caynreth wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

I'm still working on converting HQ to my own setting. I made some decisions concerning the restriction of magic, but still have some questions (If you don't understand something or if something sounds stupid: Please bear with me. I have never wrote that much in english before):

I really love the system presented in HQ but I had a hard time understanding how some things work. The magic chapters were the hardest for me, as I always tried to understand the underlying rules system since I didn't want to use Glorantha as setting but adopt the rules for my own setting.

I have struggled a lot with how to balance magic: it is not available for everyone in the world I will play in. Meanwhile I have read other posts and have hoped for some "insight". Something I read here at the Forge - I can't remember the thread or post - finaly hit the point: Magic in HQ is not thought to be a scientifcaly explainable force like electricity. Magic in HQ is tied to religion, because only the things you believe in make you powerfull. Therefore I decided not to 'balance' magic for my world. If people believe in their lucky charms they should really have a higher chance to succeed. They can use common magic (common beliefs) or choose a believe system that suits them more.

Now I'm trying to picture some characters in HQ-system-terms. As I never created HQ-characters before it will be a great help if someone more experienced gives me some hints here:

Rix-Blix:
Rix-Blix was born and raised in the Kingdom of Horas (homeland). In his childhood someone discovered his abilities to use raw magical essence and took him to the Magical Fighting Academy in Bethana. Rix-Blix had a hard time with the discipline there but managed somehow beeing a clever guy. One day he was supposed to cast his first important war spell. Instead of burning an object with his fire power he produced a fire explosion which devastated a part of the library and his mentors office. In addition he conjured a daemon which almost killed his mentor.
After that Rix-Blix fled the academy and joined a troupe of wandering entertainers. He now is a fulltime entertainer (occupation) who uses his magical abilities to improve his work,

What kind of magical keyword would you suggest for this guy? Only the common one with some spells he uses for his daily work? Or a specialized keyword fitting the Academy he came from? Or something else?

Thanks in advance

Cay

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On 3/14/2004 at 4:17pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Caynreth wrote:
Rix-Blix: Rix-Blix was born and raised in the Kingdom of Horas (homeland). In his childhood someone discovered his abilities to use raw magical essence and took him to the Magical Fighting Academy in Bethana. Rix-Blix had a hard time with the discipline there but managed somehow beeing a clever guy. One day he was supposed to cast his first important war spell. Instead of burning an object with his fire power he produced a fire explosion which devastated a part of the library and his mentors office. In addition he conjured a daemon which almost killed his mentor. After that Rix-Blix fled the academy and joined a troupe of wandering entertainers. He now is a fulltime entertainer (occupation) who uses his magical abilities to improve his work,

What kind of magical keyword would you suggest for this guy? Only the common one with some spells he uses for his daily work? Or a specialized keyword fitting the Academy he came from? Or something else?

Thanks in advance

Cay


I'll try my hand at it...

What I'm seeing here, IMO, gels with the Wizardry style of magic that adepts use. Others may differ in their opinion but I think it fits better than Theism, better than Animism, better than Talents, Communal Wizardry and certainly Common Magic.

Instead of a "Use Grimoire" ability, I would give Rix a "Cast Battle Magic" skill that functioned identically to the "Use Grimoire" ability. Then I would assign the spells: Fire explosion, Summon fire daemon and other magicks that Rix is naturally talented at casting under the heading "Fire Magic" or "Battle Magic" and have that serve as his "grimoire" for these purposes.

Now, approaching the use of these abilities is something else entirely, first (according to HQ rules) Rix would need to use his "Cast Battle Magic" skill during contests instead of his ratings in the spells themselves. Rix has no talisman (and cannot create one) and thus cannot cast these spells as active abilities. They can, however, augment his attempts at casting. With this approach, you can allow Rix to have the "Fire Explosion" spell at a much higher rating than 17, reflecting the effect that the spell had earlier.

In the contest you described, Rix would be casting "Fire Explosion 7w2" with his "Cast Battle Magic 17" skill against a natural resistance of 14 (unless you wanted his mentor to have enchanted the candle in order to sabotage Rix's efforts). So Rix would roll a 2w (17 + 5 = 22) against a 14. Somehow, he failed miserably. There's probably a modifier in there somewhere (see below).

That's the vanilla HQ approach.

Another approach which Mike has proposed elsewhere is to have Rix use his "Cast Battle Magic" skill to roll a Spell Roll. Sort of like a skill check, with the result affecting the subsequent spell. So, in the above example, we'll say Rix tried to cast a controlled version of his "Fire Explosion 7w2" spell using his "Cast Battle Magic 17" skill. Because he's trying to control the outcome, he incurs a -5 modifier, putting his "Cast Battle Magic 17" skill at 12.

Unsurprisingly, the roll results in a Complete Defeat for Rix and the Fire Explosion goes out of control.

This Spell Roll mechanic is a smart one that Mike came up with. It fits some settings well, others not so well. I think it works best in settings where magic is a force requiring the magic-user to harness or control its effects. Mike has taken some grief for adding a roll onto spellcasting, but honestly is it any worse than an Animist needing to get a spirit's cooperation for a specific task?

In fairness, Mike proposed this mechanic for use with his Shadow World game, but I did not see it used during play. I think this is because we had a lot of new players whom the extra roll might have confused. Also, playing by chat room moved a little slowly at times, adding another layer of rules to task resolution would've slowed things down even more. Mike's a smart guy and I think he realized this. But I don't think that any of these issues stands in the way of using a Spell Roll during table-top play, if it fits your setting.

I think you have the Midnight-HQ document, Caynreth. Mike's Spell Rolls (as they relate to Spell Drain) are listed in that document. It would be easy to extrapolate that into a control mechanic rather than a Spell Drain mechanic by having the Spell Roll either act as a bonus or penalty onto the spell's effectiveness rather than as fatigue towards the caster. Also, Midnight-HQ gives a pretty thorough overview of all the types of magic in HQ and what you can do with them when they are active and inactive (even according to the vanilla HQ rules).

It also introduces the use of something called Primary Magic which is like Concentrating Magic except without the funky point costs. Primary Magic is also something worth looking into for HQ with other settings, IMO. It's simple and (I hate to say it) somewhat balanced.

I based Primary Magic on the idea that while a character devoted themselves to the study of a school of magic or the mysteries of religion, then they wouldn't be focused on keeping their Talents and other types of magic up to speed. It made sense at the time. It also frees you up from having to worry about characters concentrating on magic and losing all their powers from another type of magic, which works for Glorantha but not neccessarily for every other fantasy setting out there.

Sorry to pimp myself out so blatantly but check those out. They may help.

Scott

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On 3/14/2004 at 5:19pm, Caynreth wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Scripty wrote:
I think you have the Midnight-HQ document, Caynreth.


No, I don't!!!

Sounds very interesting. Where can I get it?

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On 3/14/2004 at 7:35pm, Scripty wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Caynreth wrote:
Scripty wrote:
I think you have the Midnight-HQ document, Caynreth.


No, I don't!!!

Sounds very interesting. Where can I get it?


Just PM me an email address. I'll be happy to send it to you.

Scott

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On 3/15/2004 at 4:57pm, Mike Holmes wrote:
RE: HQ for a Low-Fantasy Setting: Help needed

Caynreth wrote: (If you don't understand something or if something sounds stupid: Please bear with me. I have never wrote that much in english before)
You're doing very well, I wouldn't worry.

Therefore I decided not to 'balance' magic for my world.
If this means what I think it does, that you're not going to balance in terms of keywords, then I think it's the right choice. To a large extent, the "power" of a character is based on their largest ability, anyhow, which is unaffected by what keywords they have. Further, only in HQ is the system set up such that mundane abilities can be used as creatively as magic, so no problem there, either, really. Just player choice.

I agree with most of Scott's analysis for the most part. I personally think that the vanilla interpretation is tht Rix cast his fire spell at 17, and got a complete failure which the GM interpreted as stated in the example. That would be the simplest way to handle it.

I'm still sorta conflicted on the whole Spell Points rolls, as Scott points out. Basically, I only want to put it into play if/when I have players who are interested in playing the rule. Since many of the players are new to the system, and I've been teaching as I go, I've avoided it until now, and probably will keep avoiding it until I start a new segment of the game, and can explain the rules in detail.

For a FTF game in which I could discuss it more easily, however, I'd probably be implementing the rules right away. So don't let my odd circumstances indicate to you that I don't think rules like this would work for your game.

Mike

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