Re: Need a little help with heroquests

From: Charles Corrigan <glorantha_at_...>
Date: Fri, 24 Aug 2001 14:34:29 -0000

Much good stuff snipped...

> Yeah. However, there's been a lot of discussion of heroquests
> here on the list in the last 2 years, IIRC. Some on the
> Herowars list too.
> Its a pity HQ's are so rules heavy.

I disagree on this last point (what? Charles disagreeing again! ;-)

The problem, IMO, is that there has been no guidance on "how to" a HQ. The HQ in the Narrators book is buggy, i.e. it was written to an earlier draft of the rules, which was missed during editing - this is understandable, given the resource constraints on Issaries at the time. Less understandable, has been the lack of any further guidance for designing and running HQs since then. Not even an errata that I have noticed - (I expect someone to show me that I am wrong within minutes).

I think that the HQ rules are, apart from Carryover, the same as the rest of the rules, i.e. pretty lightweight. BTW, I think that Carryover is actually well designed and the only problem with them is for the HQ designer.

I guess that what I am looking for is outlines of several quests, at least two of which should be well known myths. And at least one of them should be looked at from several angles including several different powerlevels - rituals enacted on a holy day just to keep the world running correctly, at a personal level and at the full Thunderbrothers level. And further the same quest should be looked at from the point of view of personal enhancement and also community enhancement/defence.

Greg has on, several occasions said (something like) that he is afraid that if he says "here is one way it could be done" then a significant vociferous minority will for evermore say "Greg says this is the only way to do it". However, in the meantime many of us are left floundering for ideas.

regards,
Charles

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