Re: converting from RQ gamemastering to HQ narrating

From: Andrew J. Weill <aweill_at_...>
Date: Fri, 02 May 2003 06:55:35 -0700


Hello, all. I've been actively gaming in Glorantha since about 1975, when I first bought "White Bear/Red Moon." I've played and GM'd hundreds of Gloranthan RQ sessions (from RQ I to a bootlegged version of the once-contemplated RQ IV). I'm also occasionally involved in a high-powered Lunar campaign which uses rules designed by Ray Turney. But now I'm ready to take the plunge into HW (soon to be HQ), primarily for the benefit of my sons and their friends (ages 8 to 12, roughly). Scoff if you will, but these kids will be the future of the hobby one of these days.

So ... while I have a pile of the old materials and the current stuff, I'm eager for suggestions on how to bridge the gap between RQ style and HQ style GM'ing. Clearly the narration needs to focus more on dramatic action and less on the mechanics of fighting and spell casting. But what are the tricks and techniques to keep the players excited and motivated about their own characters? In RQ, everyone was sitting with the same skills, albeit at different levels; everyone had a chance to be the one who heard the troll ambush, or spot the buried treasure, or get the critical hit that turned the tide in battle. HQ feels a bit more focused (and with good reason); it doesn't make sense for the aspiring lawspeaker to suddenly be the scout.

Any thoughts? I'm certain I can run Sartar cattle raids and clan skirmishes fairly easily. But how would you do something like adapt Apple Lane for HQ?

Andy Weill

Powered by hypermail