Re: New Gloranthan Materials with Old Rules, a.k.a. Adding the Mythic to the Mundane

From: Paul King <paul_at_IrDbeBR0XM-Aqv0yT_jz_HDhbyDnbxM6PiIVd-opJUUT0RteN4KCckToYdXJJgCu791LEHM>
Date: Wed, 27 May 2009 19:19:47 +0100

On 22 May 2009, at 22:37, Benjamin Ehrenreich wrote:

>
> How easy is it or perhaps what advice do you have to translate the
> settings and peoples of HQ and it's supplements into MRQ (or BRP if
> you're more comfortable) terms? I'm fairly certain that what I'm
> asking
> here might not be doable as the new system has transitioned farther
> and
> farther away from old-school dice and stats mechanics.
>

The new (HQ 2) material is intended to be mostly statless, so presumably what you'll typically see is a text description of a character. Personality, what they're good at, notable followers etc. So at least you won't have to worry about translating mechanics from one system to another. HQ 1 supplements typically do include stats, so they'll be more work but it should still be doable so long as you don't care about exactly matching up abilities (I'm thinking of some of the magic rules, especially).

> So I'd also like to add more mythic elements to the MRQ system,
> allowing
> for more flexible playing while still retaining the basic mechanics.
> Any
> advice?

I'd start by at least looking at the MRQ books which attempt this. There's a little info Hero Questing in Magic of Glorantha (but not enough that I'd suggest buying it just for that) and Dara Happa Stirs gets pretty mythic in places.            

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