> I'm wondering if HeroWars caters to this sort of [Traditional RQ] play,
> or is it
> more specifically aimed at the actual Heroes in the aforementioned
> Wars. I rather suspect the latter; in that case, though, is
> HeroWars going to be useful to me as something other than a
> Gloranthan resource?
>
I think HW is geared for the level of clan/tribe/city-state leaders and
representatives. And this is pretty close to the level of play you're
involved with (Orlanthi weaponthanes and general troubleshooters). I'm
about to run the Troubled Waters campaign (from thr RoC book) for a
bunch of Gloranthan neophytes; I'll be using Hero Wars, and I honestly
expect it to go better than if I was using RQ.
> It's not that I don't ever want my PCs to be involved in the
> Hero Wars, you understand, it's just that I rather like the
> idea of them having to earn their stripes (as it were). How
> compatible will Hero Wars be with RuneQuest? Will (for example)
> any of the magic be recognisable, or will we just have to wing it?
Earning stripes is what Troubled Waters is all about. In terms of conversion, I'm going by comparing power levels, which means that the PCs will be slightly less powerful than the 'default' HW PCs (ie. best skill 1W rather than 5W). HW magic generally seems to be a case of 'wing it within guidelines' anyway, so conversion is generally easy.
I think the only type of RQ character that isn't encouraged under HW is the charicature of the completely isolated adventurer, with no social ties whatsoever. This is simply because they'll miss out on a great resource in the form of communities. And the RQ magic system discouraged this anyway.
Neil.
Powered by hypermail