Re: Photos of Heroquest in Action in Toronto

From: epweissengruber <epweissengruber_at_...>
Date: Thu, 31 Aug 2006 14:14:53 -0000

I wanted to show what happens with supporting characters on the losing end of the conflict. So mooks went flying as the PCs sliced down squads of upstart peasants and reduced the extent to which their characters were outnumbered. In the sci-fi game the characters were hopping on and off of space ships and landing on different planets so I had to know where they were. Plus, I have found a way to use these little foam tokens to indicate the penalties characters are suffering.  So my minis help organize contests and conflicts but are not key.

> 2. Those character sheets? Or what is it they have in front of them?
Do you
> have them somewhere for download? They look interesting.

Yes. The character sheets follow the advice for simplification/genericizing heroquest that I will attach at the end of this post. Note: genericizing doesn't mean making the game colourless; rather, it means fitting the game into a particular genre or making it genre-friendly.

The customized character sheets are filled in with printed labels. So , if you want to play a Monk, who is a master of the Air school of martial arts, from a Poor Family, you slap those in in the empty slots. The URLs for those sheets may be found at the end of this post.

> 3. The dude in the background in the far upper right corner - how
did he get
> a hold of Ken Hite's wardrobe? Is this a common thing with
Torontonians?
> Whenever I see Robin Laws, he has on a floral pattern shirt, too.
>
> Mike
>

What can I say? We like to pretend that Summer is only 6 weeks long in Toronto and that we don't live in a gray, dismal city. Also, lots of immigrants from Asia means there are a lot of cool, colourful Anime/Dragon/Floral shirts to be had in this Town.

I have not done full conversions, but I have run Heroquest in specific scenarios for 1 shots

General Advice:
Make everything simple

Hero Points:
A great in-game resource that can be customized for the situation. In the Kung-Fu game the players gave each other Hero Points and they could only be used by SOMEONE ELSE on YOUR BEHALF. So you gave Player X some Hero Points in the hope that Player X would help you out later. X could also use those HP to mess you up. So in a Resevoir Dogs type game, the HP took on a new meaning. I was trying to do fractional HPs or special augments to ape the mechanism of The Mountain Witch but KEEPING WITH THE ORIGINAL HQ MECHANICS pays off rather than introducing a series of sub-rules, new currencies, etc.

Practical Methods:
I created character sheets with 5 blocks on them, the TNs arbitrarily set by myself before play.

The general results of my preparations have been discussed here: http://www.indie-rpgs.com/forum/index.php?topic=20981.0

You may find my materials and some discussion of them here:

Kung-Fu
http://games.groups.yahoo.com/group/HeroQuest-RPG/files/HQ%20and%20The%20Mountain%20Witch/ http://www.indie-rpgs.com/forum/index.php?topic=20847.0

Space Opera
http://games.groups.yahoo.com/group/HeroQuest-RPG/files/Space%20Opera%20and%20Well%20of%20Souls/ http://www.indie-rpgs.com/forum/index.php?topic=20868.0

Now, as to rules for a campaign, I have tweaked the rules for a "Fall of Rome" scenario with a distinct endgame. I am posting a link to it as an example of how to channel the HQ rule in a particular direction without rewriting them or adding incompatable sub-rules. The customization comes from game prep and the conduct of play sessions, not from rules-jimmying.

http://www.indie-rpgs.com/forum/index.php?topic=20736.0

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