Re: from Satar: KoH, This World quests - movement through the Mortal World

From: julianlord <julian.lord_at_sUyuvFDlSsWl-lMlFw3v3Hg12A2UolNZjRDQZSCSpa1loYtAUHSDJ0GCPMMugtpJ>
Date: Wed, 06 Jan 2010 02:36:25 -0000


Hal Bowman :

> On a This World quest, movement and encounters occur largely in the Mortal World (p. 185, p.194). They encounter beings and things bearing the magical power of the Other Side (p.194) while their own actions are infused by the Other Side (p. 185).
>
> OK, I'm trying to figure that out. <snip>
>
> Sorry I am mechanistic and dense, but, well, it's a flaw of mine. Any insight would be useful, especially hints of how to use this in HQ or MRQ.

I think the main thing is that you are being provided with a number of tools for framing your adventure/narrative, and it's up to you to decide which ones will be helpful to your own GM style.

It is just as possible to run HeroQuests pretty much like ordinary adventures, except with some added pizzazz and some more interesting consequences, as it is to prefer systematically running them as magical journeys into the Other Side. The rules appear to be trying to cater for several possible approaches, bearing in mind also that some GMs may like to run HQs in various different ways instead of always the same one.

Structurally though, HeroQuests will tend to follow the same patterns, no matter what the setting -- So the setting is in fact secondary to the Quest, and you should concentrate on a) the story and b) how you want to tell it and how you would like your players to act within and affect or change it.

As far as wandering into someone else's HQ, this could be resolved as a single scene or as a full Quest, depending on the story requirements and circumstances and GM whim.

Julian Lord            

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