- In HeroQuest-RPG_at_yahoogroups.com, Jane Williams
<janewilliams20_at_...> wrote:
> > And indeed Mythic Russia ;-)
>
> A good point. Mark, ISTR that Mythic Russia included
> some rules changes from HQ. IS there a neat little
> list anywhere of what those changes are?
Rather than hunt it out, let me quickly summarise. The key point is
that MR is entirely HQ-compatible, adding merely tweaks and optional
rules.
- Single magic system (based on theism) with each type of magic
(Russian Orthodox Christian, Russian pagan, Greek Orthodox Christian,
Siberian or Mongol shamanism, etc) having a single special feature to
give them a more distinctive feel, without the full faff of HQ's
animism, etc.
- All starting abilities typically begin at 17, keyword or whatever.
- Different take on 'heroquesting' -- the lands of myth are specific
places, broadly overlaying the mortal world, into which one travels,
each of which has a very different look and feel.
The main optional rules include:
- Spending HP to 'edit' a scene more explicitly (eg, to declare that
particular things happen, like that the guard failed to find the
hidden knife when he searched the PC, or that the guard turns out to
be your long-lost childhood friend!)
- Giving more detail to equipment (not just weapons & armour) for
those who want more crunch
- Chained simple contests (Graham Robinson's idea) as an
alternative -- and a damn fine one -- to extended contests
- Pyrrhic victories, so that even the winner may get hurt in a
contest
There is also a lot of glossing on the existing rules, either
explaining them in ways not done in the HQ book or else showing how
they can be used in a slightly different way to present a different
world.
Any specific questions, do please ask!
All the best
Mark