David Cake on HQ, undigested.

From: Alex Ferguson <abf_at_interzone.ucc.ie>
Date: Sat, 12 Jul 1997 22:46:18 +0100 (BST)


David Cake's mega-thesis on HQ is hereby replied to in the first of what might end up being several bits, so I can get off down the pub...

> Well, adversarial quests are a special case.

They're the usual case, as far as I can see. How often does a quest involve no encounters with another mythic entity with associated worshippers, and hence generally, Questers?

[We don't need mechanics for changeing the HeroPlane, because it doesn't]
> >You haven't solved any of the "mechanical" problems, it seems to me,
> >just defined them out of existance by an act semantic will.

> Well, I think the mechanical problems should be an extension of the
> magic system to cover hero style magic, not a set of arbitrary rules for
> how the heroplane functions.

Well, I obviously don't think they should be "arbitrary" either, I think they should reflect it as it is. I just don't think we can ignore this aspect entirely, as you seem to be implying.

> >Now all we
> >need is "just" a complete picture of, not just every actual myth in
> >Glorantha, but of every _possible_ myth in Glorantha (the "unexplored"
> >HP territory), and then all the HQ game system questions would be
> >solved.

> The same way we need a complete map of Glorantha in order to solve
> all the RQ game questions? :-)

Nope, in the way you'd need a map of all future space-time if you thought that all your characters' actions were hyperdeterministic, that they had no scope to create anything new, and wanted a game which was founded on such an assumption and wanted to enforce it in play.

> No, what we need for the heroplane is what we have for most of
> Glorantha now. A rough, low detail map (a bit more than todays monomyth,
> though), plus a few detailed example areas, and we can make up the rest.

That's my point -- you have to "know" it (by having "made it up", or otherwise) even if it doesn't (yet) exist in Gloranthan myth, by your argument. You don't, apparently, admit the possibility that anything new can be created there. Now, I presume what I actually have in mind is something more on the lines of either: i) the ref. wings it, and decides True Mythic Reality on the hoof (mixed metaphor warning, or maybe a hippogriff), or ii) whatever was determined in the course of the game, my whatever mechanical, roleplaying, or storytelling means is so deemed. All of which begs several questions, and answers very few.

> After all, the current cult and rune magic rules are at best a
> superficial idea of the religious experience, and I don't think that means
> they are bad rules.

If you want to actually play out gaining rune magic, or what happens in a worship ceremony, the rules are non-bad only in the sense that they don't exist. I can't imagine you'd suggest taking the same approach with HQs, having rules purely for the cost/benefits, and ignore the process entirely?

Me, on what happens in the Heroic Denoument phase:
> > But as I've argued before, by this point it
> >probably seems that every minute of the day is a Mythic Moment anyway...

> While in general I agree with the direction of Alexs comments, I'm
> not so sure about this - did Arkat spend the last 75 years of his earthly
> existence constantly worrying about this sort of thing? If so, why did he
> hang around that long?

I never said anyone _worried_ about it; they just _do_ it. Aside from all the usual "Arkat -- special case" caveats, I don't think that whatever he was doing in those 75 years, it bore much resemblence to "living a normal life". More likely, he was carrying on logically necessarily extensions of his previous monomegalomaniac schemes, such as ensuring the Bright Empire stayed dead, and that he could return in a 1000 years to kill them all over again.

Slainte!
Alex.


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