RE: Modifiers

From: Matthew Cole <matthew.cole_at_...>
Date: Tue, 29 Jul 2008 23:28:43 +0100


This answer in no way speaks for anyone outside our gaming group and it's a work-in-progress since most of us come from a traditional roleplaying background.

How do people like to use modifiers?

We like to use them as story elements. This flies in the face of traditional roleplaying because we're not looking for every augment (or modifier) to make the ability as high as possible or the situation as believable as possible.

Our mantra is: if it's narrated then it can augment or modify.

A quick précis of our method is:

1. define goal (what the hero is trying to achieve - not an ability)
2. define a main ability that the hero will *use to accomplish the goal*
3. decide that a few abilities will be used as augments *towards to goal*
4. apply any modifiers to the hero's *ability to achieve the goal*

Lately we've been using a simple guide as to how to narrate outcomes. It may be useful to you:

Outcomes always have levels (marginal, minor, major, complete), use these to modify your narration of victory or defeat with a 'but' clause. We joke about *major* having only a 'little but' and *marginal* having a 'massive but'. Complete has 'no but' and we let fly with the big dramatic flair. :)

Also, defeat-outcomes have a lasting affect (in similar context) on the abilities used in the contest until the reasons for the effects are dealt with.

An example would be:
Goal: regain my family's honour.
Main ability: Grandfather's Sword
Augments: convince Praxian of honour (magic), noble demeanour, respect elders
Resistance: I saw your dad running away from our enemies. Your whole family are cowards!
Outcome example 1: marginal victory for Jeldon

Narration: Jeldon faces down Marek wielding his grandfather's sword. Jeldon's noble demeanour sets the proper example to the younger man and through Jeldon's magic Marek is impressed by Jelson's own colour but the experiences of that morning were not made up for; He begins to declaim the father for his cowardice to all who will listen.

Lasting effect example: Marek suffers a penalty declaiming Jeldon's family when Jeldon is present wielding his grandfather's blade. Marek may have to find a way to diminish the impressive heirloom in the community's eyes.

Outcome example 2: minor defeat for Jeldon

Narration: Jeldon calls for a sword duel to teach Marek to respect his elders and tries clumsily to sway him with magic. Jeldon's resolve is merely hardened but he admits, grudgingly that Jeldon is a tough warrior.

Lasting effect: Jeldon suffers a penalty impressing people who have met Marek and heard his story. They recognise him because of the sword and feel offended by his use of magic and sermonising. Jeldon could make a point of telling stories about his Grandfather's Amazing Quests (17) and maybe even produce The Old Man (1W) do give testimony!

I know this doesn't simply answer your question but I am trying to cover the wider issue putting my answer in the context of the way we do it, or try to do it!

I didn't mention edges but we were glad they disappeared. When you're playing a storytelling game the fights should have more meaning than how sharp a standard sword is.

We want to be able to tell the story of our games!

Hope that helps in some small way.

M

-----Original Message-----
On Behalf Of Michael Demetro
Sent: 29 July 2008 17:02
To: HeroQuest-RPG_at_yahoogroups.com
Subject: Modifiers

I see HeroQuest p. 76. Modifiers seem to be added to or subtracted from the ability/skill of the owner and never that of the opponent. They also seem not to effect APs. So it seems weapons and armour add just add to your ability or skill each round and that is all. Weapons are not about damage (such as adding to AP transfer) and armour is not about subtracting from your opponent's ability or lowering your transferred APs.

How do people like to use modifiers, especially when they are weapons and armour in combat?

How do you find HeroQuest modifiers comparing to Hero Wars edges?

Thanks again. All the best,

Michael Demetro

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