Hero Que^h^h^hWars

From: Benedict Adamson <ben_at_cd.co.uk>
Date: Wed, 29 Jul 1998 16:40:56 +0100


> On Tue, 28 Jul 1998 20:03:03 +0100 "Hibbs, Philip" <philip.hibbs_at_tnt.co.uk>
wrote:
- -..
> the Clan Generation system [of Hero Wars] is a
> great idea. The players answer a series of multiple choice questions about
> their clan's history, and this determines the attributes of their clan.
- -..
> This ends up with scores for Magic, Crops, Valour, Tradition,
> Piety, Enemies, Shrines, etc - over a dozen traits.
>
> This will give players a great sense of myth, history, and clan identity.
> Everything locks into place right from the start.

I too liked the clan generation rules, but I do have a criticism. As Ortlanthi culture has previously been presented, Orlanth and Ernalda are central. I've interpreted this as meaning that a typical clan has an Orlanth temple, an Ernalda temple, plus a third temple for the clan speciality (e.g. Humakt for war clans). However, the clans we generated at Convulsion were nothing like that! The war clan had no Ernalda temple, the other clan had an Earth Witch
temple but no Orlanth temple. Were our choices wierd, or is this intentional? Perhaps the clan generation rules need some more weighting towards Orlanth and Ernalda?

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