> * The Yelmalian ritual Biturian is dragged into (as suggested earlier)> tracker is an (involunary) Garzeen Heroquest in this world? (It certainly involves a high commitment
> * The baboon ritual Biturian witnesses in the Daka Fal chapter; and
> * The appearance of the fragment of Genert in the Issaries chapter -- if becoming a desert
My view is that there is a substantial overlap between many Heroquests and the mundane
world. Most Gloranthans are practical people - they perform and support HQs to help them
do things in the mundane world. Equally actions on the heroplane are often reflected in the
mundane world so a station on a HQ could easily affect what happens in the mundane
world. Gloranthans recognise the link but don't understand why it happens sometimes and
not others. It's also confused by the absence of time on the heroplane because the mudane
world incident may be affected by a HQ that was performed earlier or later.
> I for one would be fascinated to know what the real story was on this occasion. Who
> were the Morokanth invading the Paps, and what were they doing there? By way of
> an epilogue, what would Morokanth who follow the Way of Waha and Eiritha think of
> the 'loose cannons' who bring the Morokanth nation into even greater disrepute with
> the human tribes who follow the Way?
How about there's a Morokanth cult of rebellion against the rule of Eiritha. The Morokanth priestesses of Eiritha know the HQ to stomp on it so some bright spark thinks that if they attack the human Eirithan cult they can win and change the myth. Did the human Eirthian priestesses also know the HQ, or were they just lucky finding a counter?
Or perhaps they were Lunar sympathisers out to weaken the power of the Eirithan priesthood?
>
> Richard Hayes
>
> From: ian_hammond_cooper <ian_hammond_cooper_at_n7DEc5iuQyNbV0PBdB4qUnSx9CXpsYPybQukLb6-sfnkUuJ99Ckaa8Qwyl7vsNfPyqcuwG71dIUN_jgJL0uIf5mkJFx2oy307g.yahoo.invalid>
> To: WorldofGlorantha_at_yahoogroups.com
> Sent: Saturday, 30 July 2011, 9:18
> Subject: Re: HeroQuest Questions (I'm sure there is apun inthere somewhere)
>
> > The biggest one is about being drawn into someone else's heroquest. I get the theory (I think) but have great trouble understanding what this is like from the perspective of the character being drawn in. <
>
> I believe we have seen a couple of examples of this over time
>
> * For a This World heroquest, sometimes people seed the terrain with opponents. They hope that these people will be the one to be drawn in. This is the Sun Dome Temple capturing Biturian Varosh and making him play the role of an opponent. You do this so that you can pick something you can beat. Sometimes you might find it is not these folks, but something else, more surprising, that that magic draws in. This is straightforward - someone captures the PCs and puts them in the ritual, playing the part of their god "or we'll kill you"
> * Folks just rely on the magic of the ceremony to draw something in. The summons of evil is the Orlanthi way of doing this - pull in the enemies you need. The problem is that you really can't be sure who will show up to fulfill the role, which creates a lot more risk. For the participant who is drawn in, the skill would be in making this seem 'natural'. I suspect that in many cases people are doing their own myth, not participating in your myth, when this happens. It is just that the two have a cross-over point where you provide opposition to each other. To emulate this, I would give the hero's community a need to do their quest, I think that is more the nature of the magic, and that results in them being providing the opposition to yours. So the PCs enemy clan might be doing the Quest to Steal the Tin Ram's Fleece, but you need opposition from the "Bad Breath Vadrudi" who Destor beat. They try and draw the PCs clan in to being the Vadrudi, so they can
> beat them in a heroquest challenge there. Meanwhile the PCs herds are dwindling, and you tell them the priest says the clan should do Ulanin's Seven Raids heroquest, which always helps them birth better cattle. He tells them that they have a chance to beat up the Ram Men in a heroquest challenge and steal the tin fleece.
>
> I don't think this matters if you are doing this world or other side, in both cases I think the quester decides what form it will take.
>
> One issue with the other side version though is: how to the PCs know, that they were really facing up against their neighbors who weere on their own quest. Well one way is they hear about it afterwards; hey did you hear that the other clan tried to do the Quest to Steal the Tin Fleece, but it failed and so and so got badly beaten in a heroquest challenge and lost loads of his air magic. The other is the notion of a 'face dancer' that is someone who always tends to get drawn in to your quests, by symmetry and you begin to recognize through the mask of the gods that they wear. It's like your ability to recognize an old friend in a costume or disguise. Something about their mannerisms seems to shine through
>
> > The other (lesser and more mechanical) problem is with deliberately failing stations on a heroquest. Assuming a band of PC's correctly identify a station as 'Orlanth was beaten up by Kygor Liter', how would you actually play this in a way that was fun for the players?
>
> I think these kind of stations are best seen as choices over contests: what are you prepared to sacrifice to get your goal.
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