>
>
> 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.
>
The Heroquesting rules for MRQ are expanded on Jrustela. IMHO the ones in Magic of Glorantha are not complete, Jrustela completes them (though from a God Learner view of course).
There is a full Heroquest in the Blood of Orlanth campaign as well that is a good example of a HeroQuest in MRQ. Unfortunately for you the two sources I mentioned are very 2nd Age.