HQ - Heroquest Basic manual - Roleplaying In Gloranthadownload from 4shared. HQ - Heroquest Basic manual - Roleplaying In Glorantha - download at 4shared. HQ - Heroquest Basic manual - Roleplaying In Glorantha is hosted at free file sharing service 4shared. Hero. Quest Glorantha Preview . Its a 1. 92 page artless document with a basic two column layout out iin pdf format. I got my copy because I was a high level backer of the Guide of Glorantha and while the draft is complete its currently in layout with a release date later this year. Overall it is not a complete revision of the Hero. Quest 2 system, but more a tweaking in line with how Jeff Richard and a close circle of Gloranthaphiles play it (playtesting seems to have been very closed, restricted to people who regularly play HQ). The adoption of the “As you go” method for character gen as standard (with some tweaks) is a good example of this. A Complete Roleplaying Game: HeroQuest Glorantha is the HeroQuest 2 rules system specifically tailored for Glorantha. It can be purchased either as a pdf for USD 19,95 or as a hardcover and pdf for USD 39,95. The present review concerns the pdf only.
So if you are looking for a radical rewrite of HQ2 this isn’t it. Its not going to stop detractors being critical of it. Its also nice that Jeff has sorted out his Gloranthan Magic rules and stuck them in once place. Its 4. 0% bigger than Hero. Quest 2 and most of the . If you want enough background material so you can go play out of the box, this book actually does it. The rules light nature of the Hero. Quest rules allows them to cram in lots of Gloranthan goodness and make this a bloody good go at an introductory Gloranthan RPG. Whether or not its a successful one depends on how newcomers take it to their bosom. Ok looking at it in more detail chapter by chapter. Introduction (3 pages)Provides an overview of the book, gives a quick summary of the key concepts behind Glorantha and highlights the fact that you need to think in story terms to get the most out of the game. The World of Glorantha (3 pages)A short history of the world, a brief rundown of the current age’s Hero. Wars key events, and then quick run down of Technology, Society and Money in Glorantha. Also its necessary player reference because each character has three runes associated with them. Dragon Pass and its Environs (9 pages)A brief overview of the default setting of Glorantha, that touches all the important places, people and includes a timeline, giving beginning Narrators and players a head start and enough to get going with the setting. Creating Your Hero (2. This is the inevitable character generation chapter where you get a real sense that Hero. Quest is not like other RPGs. You see where other RPGs may merrily get about the business of having you roll statistics and working out skills based off some cultural or occupational package, HQ gets you thinking about your character’s Abilities, which are things that you use to solve problems. Anything from “Sword and Shield Fighting” to “Dara Happan Paper Folding” can be picked up as an Ability if it is important to the character. Then to model the unique character archtypes that exist in Glorantha each character has three Keywords one for Culture (of which eight human cultures from the Dragon Pass/Prax region and nearby neighbours are detailed), Occupation and Magic. They are like a package of Abilities for the character. Here. Quest Glorantha allows you to have Breakout Abilities that are advanced independently from the Keyword, so for our warrior example you could have Broken out the Sword Fighting ability to give it extra points. Abilities are usually ranked 1- 2. D2. 0, with rolling lower than the Ability score granting a success. Additional points can be added to the Abilities at character gen which means that its value goes above 2. Ability is said to have got a Mastery which denotes an automatic success. It denotes characters who under normal conditions simply do not fail in using that Ability. In addition to the character’s abilities and keywords, using the new “Create Your Hero As- You- Go” method (which is actually an expanded and tweaked version of the method of the same name in Hero. Quest 2), you get to choose three Runes that your character is Associated with as well as a Community you are a member of, a Distinguishing characteristic and three flaws. All these are Abilities. Nowhere on the character sheet are Hit Points, damage ratings or any other trappings of traditional roleplaying games. The method gives you a clear idea of what your character can do, some pointers about where they stand in the world, but leaves you to explore and fill out the character through play. In this version of Hero. Quest Relationships, Communities, in a much easier to understand form, and Supporting Characters (in the form of Followers and Companions) are given much more space and their importance to the characters emphasised than they were in Hero. Quest 2. In Glorantha the ups and downs of your home communities support and who your enemies and allies are is very important to character’s story. This chapter ends up with six example characters (enough for a full six player convention game . Contests are not like standard skill tests of other Rpgs. They are abstract affairs where Abilities are thrown at problems from a sword fight to a philosophical debate. There are guidelines of when to use the one- roll Simple Contest, which model very quick decisive actions. Without Hit Points or equivalent measures to track success/failure, Hero. Quest has a table of Consequences that looks at the difference between successes rolled of opponents. This is part of the fine of art of Hero. Quest GMing that confuses some people, what type of contest to run and how to apply consequences. HQ Glorantha is crammed with lots of examples of the rules/guidelines and ends the chapter with an eleven page example the rather appropriately EPIC Battle of Auroch Hills. Tactical Options (2 pages)This chapter details extra rules/guidelines for players who want more options for their contests. Surprisingly the rules for adding points from another relevant Ability, known as Augmentation, are in this chapter. So much so that I initially wrote them into the section above. Augmentation was open to player abuse in 1st Edition Hero. Quest, since multiple Abilities could be used, and one of the big changes in Hero. Quest 2 was how it was severely reigned back in only to apply to one Ability subject to the approval of the GM. Augmentation allows you to add points to the the main Ability you are using in a Contest from another. For example you could use your Remain Calm in a Crisis Ability during a rather hectic sword fight to augment your Sword Duelling Ability. You conduct a very quick Simple Contest to determine if that Ability is actually relevant, and the level of success determines the number of points that it adds. Other characters can also use their abilities to augment yours. A supporting character for example could use their Shout Very Loudly ability to distract your enemy. There’s a couple of other rules that used to be in the core Contest chapter, such as stretches, which are now in this optional chapter. Even if that these rules are still part of the core set up, it makes reading the Game System chapter a lot easier than Hero. Quest 2. Hero Points (1 page)This important facet of the game gets its own chapter, which in my opinion is a good thing for the purposes of clarity and ease of reference during play. Hero Points are often described as the currency of the game since they can be used to increase success (giving those really heroic effects or simply rescuing the character from catastrophic failure) and are used to develop the character (although don’t mistake them as pure experience points, their effect is more subtle). Recovery and Healing (1 page), Running Contests (1 page), Assigning Difficulty (3 pages) all focus in the subject of their title and expand and explain these areas. The Pass/Fail Cycle (3 pages)A much maligned tool now firmly marked as optional. Considered a helpful aid for running adventures by some, to prevent every Contests being won without much difficulty and only formalising what GMs do naturally i. It is a nice chapter which shows how you can use communities to support the characters, what happens when the characters ask for too much, and the general ebb and flow of their fortunes with lots of Gloranthan examples. Gaming Tips. If you were expecting a full revision as elegant as that from Spirit of the Century (Fate. Fate Core, you. This short and sweet section elegantly explains how. Remember I mentioned each character has three Runic associations? Well when the characters become adults and are initiated into the ways of their culture, they gain the ability to use magic from their Runes. In game terms this means that they can use their Runes to augment mundane abilities, so a Movement Rune can be invoked in a running contest to boost the speed of the character. Characters can also have Break Out Abilities based off their Runes, which can be used on their own. The next couple of chapters follow the a format of introducing then detailing the rules of a particular approach, listing a couple light examples before doing a detailed write up of a Cult that uses the approach. Each chapter is peppered with flavour text (such as . It rounds out with The Praxian Tradition as a full example. Rune Magic ( 6 pages )If you are familiar with Theist or Divine Magic from previous editions, this is what the magic that comes from the Gods is called. It firmly ties it to the idea that the Gods represent the fundamental building blocks of Glorantha, the Runes. It builds upon the method of Basic Magic, to expand and power up magic that comes from the Gods based upon the Feats they performed in Mythology. It explains how characters become Initiated into the secrets of the God, then become Devottee. Curriososly Waha, the Praxian nomad god, is also in this section, were perhaps being a Spirit Tradition it would be better placed after Spirit Magic? Sorcery (3 pages)Wizards and their mouldy old books full of spells (Grimnories) are the focus of this Logical approach to magic. Sorcery works around applying one of four . These principals are Summon/Dismiss, Command, Combine/Separate and Tap.
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