HeroQuest Lite, Part 1

From: simon_hibbs2 <simon.hibbs_at_...>
Date: Tue, 04 Jul 2006 20:55:47 -0000


In my ongoing quest to tinker with rules and generaly waste my time while I am not actively running or playing HQ, here's a set of very, very lightweight rules I've worked up. It's designed to be 99% compatible with existing HQ characters. This is a first draft, many issues are not addressed. Comments welcomme.

Inspired in part by Freeform mechanics,this set of rules is intended for normal tabletop HQ games. The idea is for conteststo be fairly quick fire and fun with an absolute minimum of number crunching. Aprimary goal was to make the game system totally compatible with existing HQcharacters and publications. See Conversion Notes at the end.

Character GenerationBuild up the list of character abilities inexactly the same way as for HeroQuest. Each ability should have one check boxnext to it. The idea is to be fully compatible with existign characters and character generation resources.

Note: Under these rules the way to getbetter at an activity is by having more abilities that are relevant to thatactivity, not by improving individual abilities. For example, to be good attrading you should try to get as many bargaining, negotiating, commercial andinterpersonal abilities as you can.

Hero Points
These are accumulated just as in HeroQuest.They cannot be used to improve abilities, but are used in contests and to buynew abilities.

Contests (one-on-one)

Whoever controls the character starting thecontest is the Active player and states their goal and the ability they areusing to achieve it. The target of the contest states what ability they areusing to resist. Each side in the contest automatically gets one coin. If theNarrator decides that their ability is fully appropriate to the contest, theyget another coin as well.

An exchange is started by each participantstating what actions their character is trying to perform, active player first,and then tossing a coin. Heads yield one Victory Point, Tails yield none.

The Active player may then narrate using anability to improve their character's position. If the Narrator agrees that theability is relevant then the player checks the box next to the ability. If theability has already been checked then the player must expend a Hero Point. Ifthe Narrator rules that the ability is marginally relevant but still usable,then it is checked and a Hero Point is also used. Only unchecked abilities thatare marginally relevant can be used.

The Resisting player may now do likewise,narrating the use of an ability and either checking it's box or expending aHero Point (or both).

  The Narrator now compares the VictoryPoints on each side. If one side has fewer VPs, then that side loses as manycoins as the difference in VPs (including coins already tossed).

If after that round one side has no VPsthen that side has lost the contest. Consequences are similar to a Minor Defeatin HeroQuest. If one side should have lost one more coin than they had, thenthat side suffers a Major Defeat.

If both sides still have coins, then thecontest goes to another exchange. Note that in one-on-one contests the worstlevel of defeat you can suffer in the contest is a Major Defeat. See 'Coup deGrace'.

If two exchanges in succession go by with adraw, both sides suffer the consequences of a Minor Defeat and at the Narrator's option the contest is ended.

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