Re: Conflicts, contests and heroquests

From: ttrotsky2 <TTrotsky_at_...>
Date: Tue, 26 Jun 2007 20:39:40 -0000


 "Newsalor":

> Now, with HQ I can model inner and outer conflicts with ease, but it
> seems to me that it will be more fruitful to leave the dice out of
> some of the conflicts. For example, I could roll dice on the inner
> conflict and have that resolve the outer conflict too or I could have
> the player decide what revelation the character has and give some
> sorts of bonuses to different kind of contests based on that
> revelation.

Looking at the only heroquest I've written out fully myself (to be published in Lords of the West 2), just about all the contests are of this sort. It's a matter of considering what the quest is actually testing. Is it your ability to kick arse? Or your ability to do the right thing? Or both (as is more common)?

> So I guess the question really is, what kinds of conflicts should I
> resolve as contests in heroquests and in what kind of myths. Or
> something... I know it varies based on the quest, but if anyone has
> any thoughts, I'd appreciate them.

In writing my quest, I started out with the core virtues of the cult in question, and devised a story that allowed all of them to be tested. There's one stage of the quest that looks to be about a physical ability, but it really isn't, because the point is why you're doing it, not how well you do objectively. Succeed at the task, but for all the wrong reasons, and you're stuffed... or on an unmapped heroquest, which is much the same thing.

Is that the sort of thing you're thinking of?

--
Trotsky
Gamer and Skeptic

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Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/

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