Re: Dungeon Bashing with HQ2?

From: David Dunham <david_at_...>
Date: Sat, 2 Jan 2010 22:34:01 -0800


Andrew

>What challenges should I expect to meet running a traditional
>dungeon bash using HQ2? Is such a thing even possible? Should I
>approach it with maps and keyed encounter locations or something
>more abstract?

Well, a dungeon bash isn't much of a story in my mind, so HQ might not be the optimum system to use.

But, it's fully generic, and dungeon bashes can be fun so why not?

I suspect you'd want to keep things more abstract. You could make certain encounter locations more dangerous than usual, but otherwise use HQ's mechanics for determining difficulty. Once you have difficulty, pick the encounter to match.

To keep the tactical feel a bit, use extended contests.

Usually dungeon crawls end when the players are running out of some sort of resource (like hit points or healing magic), so you might want to use something like the climactic scene consequences so PCs get gradually weakened and forced to leave.

>One thing I'd like to include is the 'dungeon chase': an extremely
>extended pursuit contest with smaller, obstacle-related contests
>nested within it. Something along the lines of the Fellowship's
>flight from Moria, which is something one rarely sees in traditional
>subterranean RPG adventures.

Sounds like a great idea, only I wouldn't classify this as dungeon bash (too much story :-). But you'd keep track of how far behind the pursuit is, and occasionally have to deal with unrelated obstacles (which could provide consequences that would apply to the chase).

-- 

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

Powered by hypermail