Re: Introducing new players

From: David Dunham <david_at_...>
Date: Sun, 24 Feb 2008 10:34:05 -0800


CJ

> player who just took every possible augment he could, spending ages
>adding them up and generally trying to break the system.

That is how HeroQuest is written, but the basic system doesn't really require it. When our group finished two long-running HQ campaigns, we did a little brainstorming on the rules, and the consensus was that limiting the number of augments (to say three) would improve the game. Chances are this won't require much of a change when using published statistics, since they always seemed underpowered (our rule of thumb for PCs was that you could always get at least a +20 augment if the contest was in your area of interest, but published sources didn't seem to have had as good character sheets to scour).

I've used a minimalist HeroQuest to run games for kids. I didn't belabor keywords, and IIRC I only allowed one augment so we didn't get bogged down in rules.

For an intro, you might want to come up with the sort of conflict that doesn't resolve well in other systems. The rules system allows you to resolve religious disputes, politics, persuasion, etc. in as much detail as other rules give combat.

Finally, Griffin Mountain is a setting that allows people to play in Glorantha without knowing much about it. "You're all cave men with magic."

-- 

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html

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