Rick Meints’ Forward to ๐˜Š๐˜ถ๐˜ญ๐˜ต ๐˜Š๐˜ฐ๐˜ฎ๐˜ฑ๐˜ฆ๐˜ฏ๐˜ฅ๐˜ช๐˜ถ๐˜ฎ (2002): “I find it amazing that virtually all of this material [basically what is contained in the ๐˜Ž๐˜ญ๐˜ฐ๐˜ณ๐˜ข๐˜ฏ๐˜ต๐˜ฉ๐˜ข๐˜ฏ ๐˜Š๐˜ญ๐˜ข๐˜ด๐˜ด๐˜ช๐˜ค๐˜ด] came out within the span of only three years.”

29 June 2014

RuneQuest 6 In Italian! (cont'd)

The crowdfunding campaign for the Italian version of RuneQuest 6 has started! The game —if successfully funded— will be sold in three books (Player's Book, Gamemaster's Book, Magic Book). I don't know whether this is because Italian players are supposed to be poorer, and hence there is the appeal, for instance, of only buying the Player's Book if you're a player, or because Alephtar Games want to emulate the way a certain famous fantasy role-playing game has been sold for a long time...

Anyway, here is the page for the crowdfunding campaign. I am particularly intrigued by the 4000€ stretch goal: a campaign pack based on the Ladin Iron Age legends of the Kingdom de Fanes. Other stretch goals offer the usual perks of better presented books, etc.; others yet offer the possibility to 'unlock' the Italian translation of other RQ6 books, like Mythic Britain or the Book of Quests. These would still have to be bought separately, though; they are not part of the current bundle.

Funding is currently at 32%, with 33 days to go.

23 June 2014

My First Deluxe Tunnels & Trolls Solo Game

So poor Evil Ed was quietly sipping an ale and trying to make an impression on the tavern waitress when the burgomaster came in and talked him into getting into the dungeon to find some cure for an ailing child.

So Evil Ed entered the dT&T version of Buffalo Castle (also received as a free PDF as part of the KS project) through the left door. I had decided he'd have three doses of blade venom thanks to his Poisoner talent, his high IQ, and his re-rollable SR.



With his catastrophic CHR, Evil Ed din't manage to talk the troll into letting him through and had to fight it. Ed din't hesitate a moment, and used the blade venom. Good move as the monster had a MR of 50! Ed dispatched the troll in four rounds, and suffered 2 hp of spite damage during the course of the fight. He grabbed the 300gp jewel and quickly headed back to the exit. Tough luck, this meant he had to fight his way through TWO wandering monsters; first a swarm of killer bees, losing a mere 1 hp (and being now immune to bee poison), and then a giant!!!! A MR of 80!! Ed obviously tried to dodge it rather than fight it but missed two DEX SRs in a row. The giant smashed Ed flat. Bye bye Ed; we hardly knew ye.

My First Deluxe Tunnels & Trolls Character

The beta version of the Deluxe Tunnels & Trolls rules comes with an u·g·l·y blank character sheet, which by the way is called a “character card” in dT&T; I guess because it's small enough to fit on an index card. It's also not consistently shown throughout the rules.

Anyway, I couldn't resist, and I created my very first dT&T character! Let me introduce you to Evil Ed:


Given the dismal combat stats, I have dropped the Roguery talent and replaced it with the Poisoner talent. Ed is going to prepare some blade poison before entering that first solo dungeon...

19 June 2014

KickStarter News

OK, there have been quite some exciting news from the Kickstarter projects that I'm backing in the last few days, so here's a heads-up for whomever wasn't a backer.

The Guide to Glorantha

The printer has finished printing the pages and the covers for the Guide to Glorantha, and has sent Rick several samples to gauge the  colours, the quality and the weight of the paper, etc. — this is a printer who specialises in colour hardbacks, not your run-of-the-mill printer of role-playing books. As soon as the printer gets the green light —which it should— the pages and covers will be bound into hardcovers, and that task is expected to be completed early next week.

The picture on the left is a picture of a sample of the cover for Volume One of the Guide, with coins and notes for scale...

Also, Pegasus Spiele have been confimed as the distributors for European customers, so as soon as the books arrive in Germany, we should get them really quick!

Deluxe Tunnels & Trolls

I have just received the latest Kickstarter update, complete with a link to download a PDF of the beta version of Deluxe Tunnels & Trolls, all 105 pages of it. Yay!  This is the very first time we get to have a glimpse of something more concrete than a table of contents or a three- or four-page Word document. I am รผber excited.

I was expecting a PDF which would've looked like pages and pages of unformatted text, yet this beta version of dT&T looks pretty much like an almost-finished product, with a two-column text throughout, clean illustrations with the text around them, clean tables, boxed text with a different background and font to the main text, top and bottom friezes... The layout is clean and easily readable, with a slightly old-school presentation, which somehow reminds me of RuneQuest 2. Some of the illos are brand new, some others are old favourites from past editions of T&T or from the pages of SA, and old fans will easily recognise them.

It is too early to comment on the rules themselves (I may run a game at THE KRAKEN if I find interested players), but there appear to be a few novelties, especially in the Combat section of the rules, e.g., martial artists, Berserkers, stunning your opponent...

There is a section that lists all the stuff that it still missing for the beta PDF, and it is mouth-watering, since it mentions Citizens, Paragons, Illkin, Extended Talents, amongst other things. Can't wait!






16 June 2014

Glorantha in Space

I've been asked to elaborate on the Glorantha in Space game I've run at the Eternal Con. Well, basically it's space fantasy with a Gloranthan twist: you take the following...




...you add the following:



...and the result is called Glorantha in Space!


11 June 2014

Back from The Eternal Con

The Eternal Con takes place every year around Whitsun in Burg Stahleck, a (slightly re-built) castle overlooking the Rhine, which is rumoured to have been home to a robber Baron in the middle ages.

Sunny Bacharach


This year's con was a particular milestone because it was the 25th anniversary of having a Gloranthan/Chaosium games-devoted convention take place in Burg Stahleck [edit: actually, it's only been 19 years in a row at Burg Stahleck; the first RuneQuest-Gesellschaft con in 1990, for instance, was held in Cologne], and it was the 5th anniversary of the Eternal Con, the current incarnation of the con [edit: even though the organisers of the previous incarnation, Tentacles, do not view the Eternal Con as its successor]. As a result, it experienced full attendance with very early bookings (I believe it was almost fully booked in January already). Plus we had fantastic weather and cheap German beer.

The programme of the con was quite dense and, as usual, I didn't manage to attend all the events I'd originally planned to. Most notably, I missed Pete's RuneQuest 6 game on Saturday morning. Anyway, here is my report from the con:

FRIDAY 6 JUNE, evening, Moon Design panel

The Guide to Glorantha

News for backers: The Guide is currently in its final proofing. Since it is a coffee table book, it is being printed by a publisher who is not specialised in gaming books. As soon as it's printed, it will be shipped to Europe and then it should be available to backers pretty quickly.

News for non-backers: In a few weeks, you will be able to buy the PDFs; you will also be able to order the books — still no hard date, however, as to when you will actually get them. Backers obviously have to be served first.

The Moon Design team entertained us to a preview of the finished Argan Argar Atlas, "a moment of brilliant madness" as Jeff described it; e.g., each tree has been individually placed by Colin!
The whole of Glorantha is now described on 117 pages at the same scale (1 hex = 8km), and there is an appendix with a historical atlas of Genertela at the end of the Argan Argar Atlas.
There do exist some historical maps of Fonrit, but unfortunately they were left out of the historical atlas.

Draft cover for HeroQuest Glorantha


HeroQuest Glorantha

I've seen the draft of HeroQuest Glorantha, 250 pages!! It should be ready for Gen Con this year, with a cover by Jon Hodgson that represents a scene from the introductory scenario [see ‘Saturday’ below].
The book will emphasise heroic gaming, i.e., you won't be a peasant fighting his way up to ‘herodom’ — you already start as a hero; there are several sample heroquests in the book.

Other Books

The next book in the pipe (end of 2014?) is The Coming Storm by Ian Cooper. Text is ready. Art is missing, and it takes a lot of time because of the painstakingly detailed art direction and the unavailability of artists.

King of Sartar will be re-released, greatly expanded from Greg's archives. Also, he wrote a new chapter! Much of the new material focuses on the House of Sartar. There also are improved time-lines, and new maps.

Next (2015): a new Trollpak. It will build upon the original RQ2 version by Sandy, plus it will feature a fully-fledged Uz-only campaign.

The next issue of Wyrms Footnotes will be a Lunar special issue.

Also in the works: a Gloranthan boardgame by Sandy, similar to Cthulhu Wars.
We were shown an early but working draft of the board — which obviously represents Glorantha with huge geographical zones (4 to 5 zones per continent).

Other projects:
- Gods of Glorantha, an encyclopaedia ร  la Guide to Glorantha, possibly via a KS project;
- a weekly Gloranthan web comic, by Jeff & Kalin Kadiev, of which at least 20 pages have already been created — it looks fantastic!
Plus, obviously, the various RuneQuest 6 projects by the Design Mechanism:
- Adventures in Glorantha
- Return to Sun County by Michael O'Brien

This was followed by a few Q&A with the audience:

Q: What if someone wants to publish Gloranthan stuff?
A: At the moment, Moon Design are particularly keen on foreign language translations. They assured the licence would be really cheap.

Q: What if it is a free supplement?
A: Just talk to us.


Q: What if it is a commercial supplement?
A: Wait for the Guide if you want to publish a HQ supplement, or wait for Adventures in Glorantha if you want to publish a RQ6 supplement, then get in touch with Moon Design.


SATURDAY 7 JUNE, afternoon

I had prepared a single scenario to run at the con this year. It was called Glorantha in Space. Just as implied by the name, it was a science fiction scenario set in a futuristic yet low-tech Gloranthan universe. I used the Machinations of the Space Princess rules to run the scenario and we all had a blast.

SATURDAY 7 JUNE, evening

I had dinner with, amongst other fine companions, Pete Nash, who said a lot of nice things about The Celestial Empire. I can die a happy man now.

SATURDAY 7 JUNE, late evening

Jeff ran the introductory scenario of HeroQuest Glorantha, emphasising the group creation rules. Apparently there will be quite a number of options; we chose to be a group of lower-class citizens of Nochet, all from the same neighbourhood. I ended up creating a "nice pimp", with a sidekick called David Lee Roth. My daughter played a lazy farmer who owed a lot of money to the local temple. The scenario has quite a number of interesting twists, and can be modulated to be run over a single session, like Jeff did, or over two to four sessions. Obviously, it all ended up with a heroquest, during which Ian's character died (who said no-one ever dies in HQ?). A very diverse scenario, in which everybody gets to play a part.

SUNDAY 8 JUNE, morning

The now-traditional game of Trollball took place in the main courtyard under a glorious sun. I guess you can find a number of pictures on Facebook. It was very entertaining; kudos to the participants who got wetted by water balloons, hit by foam weapons, covered in flour, and trodden upon by Pete...

SUNDAY 8 JUNE, early afternoon

The cool thing at the Eternal Con is that even when you haven't signed up for a game, you can still play because there always are conventiongoers who bring games. My daughter and I discovered a fantastic little abstract boardgame called Kendo. We've played quite a number of games as it soon gets addictive.

Yes, I'm the worst photographer ever.


SUNDAY 8 JUNE, late afternoon

We got to play the latest version of ร‰ric Nieudan's White Books, which I had only received on Thursday afternoon, and clumsily assembled in Bacharach. There were four of us playing, all with GM'ing experience, and the game went like a breeze.

My previous White Books at Chimรฉriades session had ended up in crazy gonzo-ness; this one, on the contrary, managed to stay in the gritty fantasy genre we had decided upon at the start of the game.

SUNDAY 8 JUNE, evening, the Design Mechanism panel

The panel was hosted by Pete Nash, with Loz Whitaker sort of attending over a catastrophic Google+ hangout connection.

Books by Pete/Loz

We had a heads-up on the production schedule:
 - Shores of Korantia had just been released
 - Ships & Shield Walls; basically these are ship and mass combat rules mostly out of Shores of Korantia, but expanded & improved by Pete. A sure bet for naval/military campaigns.
 - RQ Essentials, released that very day (!) is a pay-what-you-want supplement to compete with the 1$ Legend PDF. It is basically a stripped-down version of RuneQuest 6 but, at 200+ pages, it is a real role-playing game, not a set of quick-start rules. Loz and Pete hope it will raise awareness for RuneQuest 6. I certainly hope it will; go download your copy NOW.
 - Mythic Britain should come out next, hopefully in the autumn of 2014.
 - Adventures in Glorantha. Pete has been working on this manuscript for a long time, but the book has been delayed by the publication of HeroQuest Glorantha because the idea is to have the same "look and feel" for magic even though the systems are fairly different. The manuscript should be finished in August and then the Design Mechanism will launch a KS to have money for the artwork because there's expectation from the fans now to have as good art as in the Moon Design books. So here's hoping for an early 2015 release.

Also in early 2015 there will be RQ6 Classic Fantasy coming out, based on the BRP monograph by the same author. And it will be a stand-alone book, with the RQ6 rules tweaked for "old school" play.

Further down the time-line: Luther Arkwright, from a proto-steampunk British comic from the early 80s, which apparently is still fairly popular in the UK. This book will introduce technology rules.
Pete and Loz are aiming at spring 2015.

Books by other authors

Age of Treason should see a RQ6 re-writing by the same author who wrote the original Mongoose supplement.

MOB's Mythic Constantinople should be published at the end of 2014. It is a mix of a big scenario and a campaign setting, set at the time of the Fall of Constantinople.

Next MOB will produce a Return to Sun County book, expanding upon the original 1992 book by Ken Rolston. Aiming at half again or twice as long.

Third party products

Sarah Newton is re-writing and expanding her science fantasy Chronicles of Future Earth source book; it will be powered by RQ6 but published by Mindjammer Press.

Paolo Guccione has re-written and re-published Stupor Mundi for RQ 6.

If anybody else is interested in writing or publishing a RQ6-powered supplement, all they need is get a RQ6 Gateway licence; just drop Loz a line.

Foreign language products

- a Spanish version of RQ6 has just been successfully crowdfunded, with $33k raised.
- Paolo is also going to crowdfund the Italian translation of RQ6; he may publish it in several books, ร  la D&D.
- Lutz has finished the German translation, and is now looking for a publisher.
- Pete and Loz mentioned that there also were people trying to do French and Swedish translations, without further details.

Question about "culture packs"from the audience:
- Pete expressed interest in doing a RQ6 version of Rome, maybe if Paolo gave the rights
- Pete explained that he would definitely love to write RQ6 Mahabharata, but is afraid that there wouldn't be any market for such a game. Bluntly said, culture role-playing games don't sell.
- Pete also said that he'd love me to re-write The Celestial Empire for RQ6 (blush). I can now die a very happy man.
- A book about Bronze Age Greece or Sumer could very well end up being written one day, because Pete is interested in both these ancient cultures.

By the way, Pete and Loz mentioned that, if anybody wanted to write such a book, he or she please send a few sample chapters to the Design Mechanism, and they may very well end up being published!

Then we had a fun demonstration by Pete of why he had designed RQ6 combat the way he had, with mock fights with helpless members of the audience :)
A fantastic moment!

Personal note from the time I write this blog entry: If you re-read my notes from the Design Mechanism's 2013 panel at Baharach, you'll realise that, except for the hardback edition KS and the Shores of Korantia setting book, everything else seems to have been delayed by a full year.

SUNDAY 8 JUNE, late evening, auction

The auction at Bacharach is a traditional moment of madness and of euros being spent on over-priced mouldy items, which will soon be superseded by the Guide to Glorantha anyway :)


The auction is about to start

Yet it is a moment we all enjoy and, much like last year, I ended up spending way more than I had initially planned. However, some of the items I bought this year were items I had really, really been trying to get hold of for several years, so I ended up quite satisfied. Plus I bought a really cute knitwear Cthulhoid snowman for my daughter.

The loot

SUNDAY 8 JUNE, late late late, closing ceremony + socialising

This year, because of the incredible heat, the closing ceremony was held in the courtyard. It was a magic moment, with the beautifully lit tower of Burg Stahleck over the assembled crowd, and the Rhine in the distance.

After the closing ceremony, we chatted, socialised, and drank astonishing amounts of German beer. I took advantage of the general tipsiness to get insider information about the Field Guide to Gloranthan Creatures that Pete Nash was working on (see my earlier post on the subject). It turns out that Pete has finished the text for a long time. He has written it in the style of the Biturian Varosh travelogues of yore, and apparently put all his wry humour into it, judging by the very funny anecdotes he told us. The way the book is supposed to be published by Moon Design is that the God Learner's unfortunate travelogue written by Pete is to be completed by (a) Third Age comments by a sceptical sage written by Sandy Petersen and presented in side text boxes, and (b) black and white illustrations. Alas, at the time both are missing and, given that Sandy is currently busy making dough selling boardgames working on other projects, there is no publication date foreseen for this product yet.

27 May 2014

HeroQuest Glorantha

As mentioned in my previous blog entry, there's a new edition of HeroQuest coming up, specifically targeted at playing in Glorantha (the HeroQuest 2 rule book presents itself as a generic role-playing game).

very early draft cover :)


Game mechanics-wise, this is not really going to be a new edition; at least not in the sense that HeroQuest 2 was a new edition compared with HeroQuest, or HeroQuest compared with Hero Wars.

According to what Jeff has posted on the Glorantha G+ community wall, the main rules-related changes are going to be:
- explicitly "roll high"
- as-you-go is the default method
- lots of confusing optional rules dropped
- Very High difficulty level increased in value
- rules against hoarding Hero Points

But the real added value will be, as the title of the book implies, in terms of Gloranthan play. Today, the only cultural region with fully-fledged rules is Sartar, thanks to the Sartar: Kingdom of Heroes supplement.

Now, Jeff promises us that the new book will enable us to create Tarshite, Praxian, and Esrolian characters on top of Sartarite ones. There will be seven cult write-ups, including Waha and the Seven Mothers [Wot... No Kyger Litor cult write-up??]. There will be rules to make a clearer distinction between Rune magic, spirit magic, sorcery, and Lunar magic. And the book will include a sample heroquest.

12 May 2014

Back from Chimรฉriades

Back from the first con of the 'con season'!  It took place in a wonderful chรขteau in the middle of Provence.

Here is my feedback from the glorious Chimรฉriades convention, based on my faint and inexact memories [not because of the booze but because of sleep deprivation]:

THURSDAY 8 MAY, late at night

Played La Piscine by Grรฉgory Privat, possibly the most traumatic rpg scenario I've ever played, masterfully GM'ed by its wonderfully evil author, in a freezing oubliette [true story] of the chรขteau. A fantastic experience.



mood is everything


FRIDAY 9 MAY, noon, first panel

As usual, and despite my having lived in France for 36 years, I didn't know any of the French games or of the French authors present at the Chimรฉriades [that is, besides the obnoxious Monsieur Privat]. Despite this pesonal shortcoming, I attended a panel by Les ร‰ditions Sans-Dรฉtour about their adaptation of Pierre Pevel's novel into a role-playing game with much interest, because obviously the topics tackled are of concern to any author working on a similar endeavour. The two points that most struck me were:
 - try to set the game in a slightly different epoch to the novel (e.g, the The Cardinal's Blades rpg is set ten years after the novel)
 - when reading the novel as a preparation to developing the rules, write down all the cool things that appear in the novel and make sure the players will be able to emulate them

author and captivated audience


FRIDAY 9 MAY, noon, second panel

The second panel was much more to my taste since it was about "Glorantha… Myth & Magic", with Jeff Richard and Robin Laws as speakers.

yes, I'm the worst photographer ever


Here are my short notes:

Guide to Glorantha - short intro by Jeff Richard (Moon Design)
The Guide to Glorantha aims at resolving once and for all the old "oh I can't play in Glorantha until I own all those out-of-print volumes" issue. The Guide will contain everything that is UNCHANGEABLE CANON in Glorantha; Jeff has said: "the Guide can't be Gregged".
He has also stressed that the Guide is based on thousands of notes and maps from Greg's basement rather than on old out-of-print material, which was not even necessarily written by Greg [Jeff has revealed that much of what was indicated as "by Greg Stafford" in old material wasn't actually always by Greg]. Now, any buyer of the Guide will be able to say "I have the same level of detail on Glorantha as any author who writes for Moon Design, including Jeff".

Questions from the attendance (or from Robin), Answers by Jeff:

Q: There is a Sun Dome Temple in Karia, why?
A: Again this is from Greg's "basement maps".
Q: OK, but what is its history?
A: It was founded by EWF mercenaries.

Q: So no more surprises after the Guide?
A: There will be surprises, but they'll build upon the contents of the Guide.

Q: We've noticed quite a difference in the illustrations compared with older ones. Can you expand on this?
A: Yes, the visual impression we've wanted to convey is another big change with the past, when you could spot, for instance, Celtic influences on the Sartarites. Although it is true that Glorantha is based upon several Real World ancient cultures on top of a base layer of 60s/70s post-hippie Californiana, we have striven to make that basic mix evolve into its own. All the various Lunar sub-cultures, for instance, are really Gloranthan.

Q: What was the most difficult part of the project?
A: Dealing with artists! Not really because of guidelines, but because of conflicting deadlines: all these artists also work on other projects for other companies.

Q: How did you resolve textual contradictions?
A: We established a simple hierarchy:
1- what Greg wrote
2- what Sandy wrote
3- what other authors wrote
Whenever we found any inconsistencies, "1" would take precedence over "2" and "3"; "2" would take precedence over "3".

Q: Any areas where Greg's thoughts are still evolving?
A: Greg's pretty much retired with regards to Glorantha, but the last area he's really worked on was Second Age Glorantha – and unfortunately that ended up being way different from what you may find in the Mongoose products. Unfortunately it wasn't ready yet at the time MRQ was published.
And as you know, getting rid of the mediaeval look of the West is another area where Greg thoughts have changed. Or rather reverted to their origins.

Q: Can you talk about HeroQuest Glorantha? Is that going to be the third edition of HeroQuest?
A: No, it's not a third edtion, it's a standalone HQ genre pack to emulate play in Glorantha, based upon feedback we've received in the last 5 years.
It will focus on:
- Character generation (e.g., all starting characters get a rune at 1ะจ),
- Magic in Glorantha, with lots of examples,
- Roll high will now be official (i.e., if two contestants both roll under their score and succeed, the highest roll wins).

The panel went on but I had to leave to attend my afternoon gaming session, see below.

FRIDAY 9 MAY, afternoon

I've played in ร‰ric Nieudan's White Books, a game of shared GM impro (for want of a better definition) for 3-5 players. Each player receives a small booklet loosely corresponding to one of the Old School frp "classes" (fighter, thief, magic-user…).
First, through a fun session of Q&A, the players decide upon a setting and a flavour/mood. This is pretty similar to the HeroQuest Sartarite clan generation questionnaire, for those who know it. Despite the vanilla fantasy setting implied by the booklets, we ended up playing a party of Aztec characters; the adventure was supposed to be gonzo/epic.
The second part of the game was the adventure proper. There is no GM in White Books or, more appropriately, each player take turns at being the GM, starting with the fighter and then, based on some events clearly listed in the booklets, moving on to another player. My daughter had the "magic-user" booklet, and she GM'ed about 40% of the time. That is possibly the only imperfection of the game; there were 4 of us and, ideally, each of us should've GM'ed about 25% of the time. However, the game is still in its beta phase, and I'm sure ร‰ric will improve it. Anyway, the game ended up as Aztecs v Aliens and we had much, much fun. Second fantastic experience.

FRIDAY 9 MAY, evening, third panel

This one was "GM Troubleshooting with Robin D. Laws", and basically we had a lot of frustrated GMs (including yours truly) asking Robin stupid questions, to which he managed to give useful and insightful answers :)

Robin speaketh


FRIDAY 9 MAY, night

The cool thing at cons is that you get to play with authors, and I secured a place at Gilles Thรฉophile's Enba, le mythe des Rรฉgulateurs. The game is set in a fantasy reinterpretation of Heian Japan. Gilles was incredibly knowledgeable about Heian Japan and Yลkai, and his adventure was low on violence and heavy on negotiation. The GM and the other players were like half my age so it was a refreshing experience. The only problem I had with the game (and I told the author) was that I'd rather play in the real Heian Japan than in a faux one!

SATURDAY 10 MAY, freeform

We played the Rise of Ralios freeform by my friend Hervรฉ. I played poorly (as always in freeforms) so I won't complain about my entering the Tower of Xud to become Arkat the Saviour and ending up transformed into an ice lolly, or about my best-cavalry-in-the-whole-of-Ralios performing appallingly against infantry because the other guys had better cards. I will be a referee at THE KRAKEN in August, so hopefully I will have fun there.

stupid me I thought it was a wargame


SATURDAY 10 MAY, late at night

Jeff and Robin concurrently GM'ed an introductory game of HeroQuest for a bunch of French players who didn't know the game, and I managed to sneak in. We were playing Sir Ethilrist's black horses. Our riders had all died in the previous battles, so we first had to get ourselves new riders, and then we had to fight Lunar arachnoid female demons on behalf of Sir Ethilrist. Since everybody was drunk and/or sleep deprived we had excellent fun. Third fantastic experience.

More photographs:










04 May 2014

Con Season

The "convention circuit" begins soon. This year, I will be attending a grand total of three conventions:

1 - Chimรฉriades, from 8 to 11 May
Chimรฉriades is possibly the one and only French convention worthy of attendance. French cons, and French players in general, are obsessed with only playing French games, or at least foreign RPGs that have been translated to French. At Chimรฉriades, on the contrary, you will find plenty of French players happy to mingle with non-French-speaking conventiongoers and even -- gasp! -- to play in English.

I had aimed at GM'ing a generic Old School dungeon on Friday afternoon, but since no one signed up to my game, I cancelled it. I will be playing White Books instead.
On Saturday, I will be a player in the Rise of Ralios Gloranthan freeform.

That still leaves quite a few slots open. I will be bringing along a few RPGs, with pregens and adventures, just in case:
- Almogร vers (I can GM the introductory adventure in the rulebook if anyone's interested)
- Tunnels & Trolls (I can GM one of the adventures in the Adventurers Compendium)
- Lamentations of the Flame Princess (I can GM one of the published adventures)

See you in Provence!

2 - Eternal Con, from 6 to 9 June
The Eternal Con is the one convention I never miss, even in lean years. It is held in a lovely castle above the Rhine, and most of the conventiongoers are people who have attended for a long time, so they're more like friends now than fellow gamers. The castle is now a youth hostel, so it has all the expected amenities even if they are somewhat Spartan.

The Eternal Con emphasises games that have stemmed from the original Chaosium mould, and their present-day descendants, such as RuneQuest 6, HeroQuest, Call of Cthulhu, etc., and there are always authors and publishers of these games present who demo new supplements or give out speeches or set up panels. It's really interesting for fans of the world of Glorantha, and I always make sure to write a small summary of the panels on this very blog.

I will be GM'ing a special science fantasy Glorantha In Space adventure on Saturday.

3 - The Kraken, from 20 to 25 August
The Kraken is not really a convention: it is a gaming vacation. The fact that it lasts a whole week rather than the typical 2 to 4 days of your usual convention makes it an altogether different gaming experience.
Also, it is slightly more expensive enabling the organisers to make sure the accommodation and the food are superior and, well, when you're 46 like yours truly you do pay attention to this kind of detail.

Even more so than the Eternal Con, The Kraken specialises in games that have stemmed from the original Chaosium catalogue; Greg Stafford and Sandy Petersen have always been the guests of honour. Now that Greg cannot travel to Europe any longer, Sandy is the main guest of honour.

I don't really know what I'll prepare for The Kraken yet. I'll be probably helping refereeing the Rise of Ralios freeform, but apart from that I have no set plans yet.

02 May 2014

Deluxe T&T - OK, I'll Stop Complaining

OK, we all know that the Deluxe Tunnels & Trolls Kickstarter is laaaate, I've complained enough about this situation on this very blog.

However, the nice chaps at FBI (or whomever is driving this KS) keep sending us all kinds of freebies to keep us backers content. And, man, was the latest freebie simply astonishingly fantastic: Adventurers Compendium, a 92-page compendium of material from the Golden Age of Tunnels & Trolls, when the Sorcerer's Apprentice was the best frp magazine around, period. SA ran from 1978 to 1983.

So what does this beauty contain?

It starts with a gallery of all the SA covers, along with the names of the artists. Alas, I miss issues 1 to 4, so it's nice to see the reproduction of the covers in full colour (even if they are small).

This is followed by a short intro by Ken St Andrรฉ, then by a two-page Random Treasure Generator, again by Ken St Andrรฉ, which is very simple (monetary + weapons) but deliciously Old School in flavour.

Then follow 10 solo adventures and 3 GM adventures from SA that have been re-statted to render them compatible with the upcoming Deluxe Tunnels & Trolls [which looks like it will be fairly similar to the latest French edition], and the paragraph links work within the PDF. This is so cool. The adventures are:
 - Kingmaker (solo) by Michael Stackpole from SA issue No.1
 - Seven Ayes (solo) by Ken St Andrรฉ from SA issue No.2
 - Golden Dust, Red Death (solo) by Michael Stackpole from SA issue No.4
 - A Sworded Adventure (solo) by Ken St Andrรฉ from SA issue No.5
 - Stop Thief (solo) by Michael Stackpole from SA issue No.7
 - Thief For Hire (solo) by Robert B Schofield from SA issue No.12
 - The Legend of The... (humorous solo) by Liz Danforth from SA issue No.13
 - First Command (solo) by Ken St Andrรฉ from SA issue No.15
 - Hot Pursuit (solo) by Michael Stackpole from SA issue No.16
 - Circle of Ice (solo) by Paul Creelman, not from SA
 - Sea Reaver's Tomb (GM) by Liz Danforth from SA issue No.3
 - The Tomb of Axton (GM) by Ryan O'Connor from SA issue No.9/10
 - The Black Dragon Tavern (GM) by Michael Stackpole from SA issue No.11

So, for those of you who aren't backers... Go and buy it now!!!

ะ’ะพะปะบะพะดะฐะฒ ะธะท ั€ะพะดะฐ ะกะตั€ั‹ั… ะŸัะพะฒ (Wolfhound of the Grey Dogs)

I love serendipity. Last night, I unexpectedly stumbled upon a great Russian fantasy film on television titled Wolfhound of the Grey Dogs.

The film didn't have a particularly good start though. Tranquil village, camera moves to fair-headed child playing on the outskirts of the settlement, when suddenly the village is attacked by mysterious black-clad figures on horseback, who start indiscriminately killing everybody and setting the huts afire. The mother of the fair-headed child is killed at the very end of the scene by the boss of the baddies. No, it's not the beginning of Conan the Barbarian, it's the beginning of Wolfhound of the Grey Dogs.

The film then jumps to a pretty inventive fight within a dark foreboding fortress. A lone fighter is killing all the baddies. We soon figure out that the he is the boy who survived the killing in the previous scene.

Next scene is on a damp, narrow road in the countryside, between lines of tall trees. Our kick-ass fighter is travelling with some companions when a figure clad in black appears riding a black horse with unnatural red eyes, and starts emitting terrifying noises. No, it isn't The Lord of the Rings: The Fellowship of the Ring, it's still Wolfhound of the Grey Dogs.

The film then eventually manages to get a style of its own. The hero gets to a small town that has a very distinct Slavic flavour. The town, the inhabitants, their clothing, it's all really very flavourful and very well photographed. Pretty much in the style of Vsevolod Ivanov who is one of my big influences for Second Age Umathela.

Approximately in the middle of the film there is a wedding scene between the beautiful princess of the small town and her suitor, no doubt inspired by pagan Slavic imagery, and it is fantastically rendered:
ะฒะตะฝั‡ะฐะฝะธะต


Another cool thing which differentiates the film from Conan or LotR is that the gods are very much real and intervene in the affairs of humanity. And there is a blind seer that does all sorts of D&Desque magic.

All in all, an entertaining fantasy film. I wish my Russian were good enough to read the novel the film is based upon.

22 April 2014

Pamaltelan Flora and Fauna

Another thread salvaged from the Glorantha G+ community.

Original Post, 17 April:

I have been working on menus... er... encounter charts for my Trolls in Pamaltela game. Since there is little for me to go on, I am wondering what terrestrial analogues to use for flora and fauna. Africa and Australia come to mind, but which regions? Are there other areas I should borrow from? How about epoch? Does the existence of megafauna mammals and dinosaurs point me to points in the past?

A Selection of Comments:

Jeff Richard, 17 April

I tried to give some guidance in the Guide. So for example in Fonrit:
The coastal areas and river valleys are densely populated and fertile. Shovel-tuskers (amebelodon) can be found in the coastal lowlands, and sea-going crocodiles inhabit the rivers.

Or in Umathela:
A wide variety of megafauna can be found in the forests and river valleys of Umathela, including giant sloths, giant armadillos (glyptodons), several species of long-tusk elephants (gomphotheres), running bears (arctodus), shovel-tuskers (amebelodon), sky bulls, and scimitar-toothed cats (homotherium). Alynx live in Vralos, but are rare in Enkloso.

As for in Errinorru, there is just lots of weird stuff, as the Hsunchen entry hints:

Many different Hsunchen peoples live in the jungles of Pamaltela. All are Mesolithic or Neolithic cultures, hunter-gatherers with some forest gardening. They are called Fiwan or the Oldest People by the Doraddi and Fonritians and are believed to have assisted the Creator in making the world. Most are friendly with the Aldryami and most are hostile to outsiders.
The Pujaleg Bat People and Te Huantal Jaguar People are among the best known of the Errinoru Hsunchen, but dozens of Hsunchen groups are known, including the:
• Ayotkulakti (Glyptodon People) - known to make shields and armour out of glyptodon shells;
• Dirithi (Giant Sloth People) - a race of 15-foot-tall peaceful giants;
• Gerfaunz (Giant Horned Okapi People) - who ride their strange beasts (sivatherium) in the jungle;
• Koripi (Mole People) - a subterranean race of pygmy albinos;
• Ngwena (Crocodile People) - crocodile worshipping savages;
• Olmakau (Hippopotamus People) - fierce warriors who transform into hippopotamuses; and
• Yaquma (Anaconda People) - seductive snake people who prey on other humans. 

Among the most feared are the legendary Crocodile-Bear (andrewsarchus) People of the eastern Dinal Jungle and the Two Horned Beast (arsinoitherium) Riders of South Elamle.
The sentient giant ape people (gigantopithecus) of the Haxamu Jungle are not true Hsunchen, although they are often ranked among them. Nor are the Siwafu Army Ant People, who can transform themselves into hundreds of thousands of flesh-eating ants.

Barry Blatt, 17 April

Howzabout Queensland in Australia and New Guinea? Take it back to the Pleistocene and you have lots of odd beasties to choose from, echidnas, an odd type of sabre-tooth tiger, bunyips, tree kangaroos, drop bears, and you can borrow pygmy rhinos and orang-utans from nearby Java and Sumatra without anyone noticing the mismatch. And bung in Komodo Dragons, New Zealand's skinks and tuataras and some really big anacondas for luck.

Hannu Kokko, 18 April

This one might be useful http://www.ttrotsky.pwp.blueyonder.co.uk/annex/

Jeff Richard, 18 April

For what it is worth, Sandy came up with the list of megafauna used in the game. Sandy's reminder was that Pamaltela has even more prehistoric things (particularly from the Tertiary Period) than Genertela, and that you should feel free to add whatever really cool megafauna mammals you have always wanted to see in a setting. Then try to figure out their ecology in reverse.

A Thread Too Good To Be Lost

Usenet is long dead, rpg forums have become havens for trolls [and not exactly those of the Kyger Litor persuasion], so it is quite naturally that Google + has become the place for online discussions related with our hobby.

In the past 2 years or so, the most interesting gaming-related discussions have moved from blog post commentaries to G+, even more so with the arrival of the G+ communities.

One such community is the Glorantha G+ community, which is teeming with activity. Posters are very open, welcoming and courteous [forget the "Gloranthan scholars" thing], and literally every day there is a new compelling thread.

The only fastidious thing is that old threads are difficult to recover and may get "lost in time". I am hence copying below, for easy reference, one particular thread that has enthralled me. Since the Glorantha G+ community is a public community, I don't think it's an issue to copy the post and its comments. Enjoy!

Original Post, from 21 April:

So this might be a delicate question, but how many people are using Heroquest 2 to run your Glorantha games? I ask because while I've owned Heroquest for a while I can't seem to get my head around the system, its hard to sell players on it because I don't grok it. Having just purchased Hillfolk I'm starting to think its just my confusion at the way Robin Laws writes.

Additionally the Sartar books and Pavis are great reads, but I guess I'm finding it difficult to create a character who isn't a Sartarite based on the info presented. Someone like an Ethilrist or Malkioni Man at arms for example.  I kind of wish the HQ core book had been written specifically for Glorantha with a lot more play examples and setting info. Sort of like if Blood over Gold was used as a tutorial setting with all the HQ rules included as a core book.

So I guess I want some suggestions, and I'm open to a lot right now. Maybe suggestions on how to start using HQ, or other systems that can be used with very little fiddling. Maybe ways that I can explain HQ to a player in a short enough amount of time that they wont get completely bored and walk away. Or maybe I should just give up on HQ and go with RQII or FATE.

My ultimate goal is to work up a good campaign when the Guide comes out... though Im almost afraid that the Guide will give me too much to work with.

Anyhow I know this is a long post, and everyone's going to have their own opinion about what to do. So I'm going to try and sit back and hopefully you guys will have a ton of great ideas.


A Selection of Comments:

Hervรฉ Carteau, 21 April

It took me over 2 years to "grok" the HQ2 system and I held on for love of Glorantha. My take is
- do make sure you understand the rules perfectly. Run dry contest; always keep in a mind what are marginal/minor/major etc. victories/defeat.
- stick to one rule only on the dice: if both succeed, the one with the highest dice roll OR the biggest difference between roll and score applies.
- don't overuse dramatic contests - one, at most two per game.
- do use group single contests a lot. Every player gets a chance to shine, all learn to work in cooperation.
- do accept you'll use less and less dice rolls and do more and more storytelling, and so will your players. Some like it, others don't. If you have a majority who like it, you're good.
- if you buy a Sartar book, play Sartarites. There's enough in there to keep you busy for years.
Once you have "grokked" these, you will find yourself free of servitude to rules and of numbers-crunching, and find your imagination and cooperation with players will generate better, deeper stories.
Enjoy!

Mark Mohrfield, 21 April

+Jeffry Crews I really don't think it's that hard to learn. It's actually very simple, as all actions are resolved using the same mechanic, so you don't have to learn specific effects for every spell, weapon etc. It does take a somewhat different approach than most rpgs, and "unleaning what you have learned" may take a little effort, at least in some cases. But I honestly think a newcomer to rpgs would find HQ 2.0 easier to both learn and master than more traditional systems.

Jeffry Crews, 21 April

Mark- I think your right in that it takes a lot of unlearning.... Like I have so much trouble when it comes to keywords... You have The Orlanthi clan keyword ... What does that mean? How many key words is too many... Too few? How do you do the prose method well? Should everyone just do the list?
Augments also get me a bit spun up....

Or even now that there is so much Glorantha; where do I start so we have a micro level area people can get comfortable with?

Michael Kindt Dalzen, 21 April

HQ2 is really simple.

The hard part is getting your group to release the legacy games and systems they have previously played.

HQ is meant to be streamlined and minimized mechanically so you focus on the dramatic nature of the conflicts in your story.

If you're struggling, use the most basic conflicts for everything. Keep it simple. Get used to letting go of the false complexity of simulationist RPGs. As you get more comfortable then you can start working in more complex extended contests. Like previously mentioned though, extended contests are really only meant for the most important dramatic contest of any given session. This may or may not be combat. It really depends on your group.

The main point is to focus on the narrative conflict and how your players attempt to resolve those conflicts through their characters personalities and ingenuity.

Paul Watson, 21 April

I think HeroQuest is an amazing system, and a very simple one. Here's a summary of the system that prints out on a few pages: http://bit.ly/1lspaF5. I recently found a series of audio recordings of the Colymar Campaign; I haven't had the time to listen to them, so I can't personally speak to their helpfulness, but perhaps you'll get something out of them: http://bit.ly/1jYxXL2.

Having said all that, HQ (like every other system) isn't for everyone. RuneQuest is also an excellent system, one for which I have a great deal of fondness. Design Mechanism has published RuneQuest 6, which is my favourite edition of the rules. They're also preparing the book Adventures in Glorantha, which will be out at some point after the Guide to Glorantha.

Others have mentioned Fate, which is a great choice; others have already done a bunch of conversion work. The core rules, called appropriately Fate Core, are available for $5 or free, your choice: http://bit.ly/1kR8ggB.

Robin Mitra, 21 April

I love HQ2! It a very easy to use and gives both the players and the GM a great deal of flexibility. All you really need is this 4x4 matrix with results from fumble to critical. The rest of the book is not so much a rule system as more a guide to creating interesting story arcs in contests. Even after 20 years of game mastering I found fascinating new insights.

When it comes to character creation HQ2 offers you a variety of methods, based approach to the game and the background of the character. You can also adjust the character creation to your specific needs easily. I for one use the Sartar book for all theist characters, but I don't give the 3 extra charms/spells/spirits to get them more focused.

For the first time in my Glorantha years I have also created animist and sorcery characters and it seems to work as easy as theists. If you are creating a Malkioni give her a school of knowledge, a grimoire or two, two keywords and 10 abilities and you are done.

Also remember that you don't need to create character sheets for NPCs in Heroquest.

Jeff Richard, 21 April

Different people have different things they want/think they need (those are two very different things) from a rules engine. HQ2 is a very rules lite system that focuses on overcoming obstacles in the style of a story or myth. The corollary to that is that it has none of the old "war games engine" that most RPG engines are built on. For some players, that is a breath of fresh air; for others, that is a bridge too far.
Ironically, my current HQ2 campaign has had more battles (and not skirmishes, but really battles with thousands on each side) than any campaign I've ever run (including Pendragon).

Sarah Newton, 21 April

I think with HeroQuest it's important to realise the 2nd edition is very much a toolkit, and its slim presentation sometimes means you have to provide a lot of input to tailor it to the game you want. On top of that, there's a very clear divide between the core game mechanics, which are actually quite "neutral", and the specific style of play which Robin Laws espouses in the text, which is heavily weighted towards emulating a formalist / structuralist lit-crit storytelling style which may not be everyone's cup of tea.

I enjoy the extreme freedom and flexibility gained by incorporating narrative approaches in my games, but I also like a very solid, robust, and non-arbitrary rules framework which both the players and I can 'push against' in play. I like to know what a given ability score means in a loosely objective sense; I like my NPCs to have defined abilities that I can easily reference and describe, and which have clear ratings so I can compare like vs like. I like consequences to be meaningful, and I don't like vagueness or arbitrariness in the rules or play.

HQ2 can do all this, though you need to grok the rules-as-written well enough to be able to pick which dials and options will generate such an approach; by default, the rules are specifically tailored to emulate that formalist / structuralist lit-crit narrative flow, meaning ability roll difficulties are more about deciding what the difficulty of a roll should be based on narrative structure concerns, then finding a description to justify that, rather than describing the NPC or other opposition you face and deriving its difficulty level from that.

I have my own set of houserules which use the HQ2 core rules systems, but remove the "story as resistance" concept and the pass-fail cycle in favour of something more traditional - somewhat more "objective" difficulties, stats for NPCs, etc, somewhat derived from HQ1 but with some big differences, and incorporating some of the more player-delegation elements from games like Fate. I think the underlying mechanic and rules concepts of HQ2 are very strong - but the play style and ethos inherent in the text might make those rules appear further from trad RPGs than they actually are. It's a good system, interesting and rewarding, and imho worth taking the time to grok.

And, yes, the Glorantha HQ material is superb. :)

Graeme Vallance, 21 April

One thing I would add is this: in HQ2 umbrella keywords and breakouts make long games a lot better.

When you start playing your character has loads of small interesting abilities which, while not seeing much use, give wonderful colour when used. Loves his mother, best beard for 10 miles, skipping stones champion, stuff like this. They are part of the charm of HQ2. When I explain Heroquest its always as the system where Loves his Mother is as useful as Masterworked Sword.

If these are individual abilities they are left behind, however, as you start pointing points into your key, contest winning abilities. If they are breakouts, on the other hand, they stay relevant because you're going to be putting points into the keywords they are under. From a metagame perspective upping keywords is a good idea and its what people do in my experience.

You won't be maxing Good Sword Arm. You'll be upping keyword Warrior, which will put up your Good Sword Arm but also Fearson Tattoos, Feared By Enemies and Ear Collection.

My advice is to look at the characters in Pavis Gateway to Adventure. Almost everything is a breakout of a keyword. This keeps everything relevant, even in the late game.

Kevin McDonald, 21 April

Wow! I blink and a 35 (and counting) thread erupts here. The post must have touched a nerve for lots of folks. For my part, understanding HQ was one of those "Before enlightenment you chop wood and carry water. After enlightenment you chop wood and carry water." sort of thing where in the middle was much misunderstanding and over-complication. HQ2 is now my favorite game to run for nearly anything, although I do run lots of different game systems because "variety is the spice of life."

I wrote a HQ2 cheat sheet that is on the Moon Design website, but I must say that in the end HQ isn't as weird as it appears to be on first glance. There are a few core principles that shape everything else:

1) Trust your instincts. All of the story first stuff basically boils down to "How hard should this challenge be? Humm... The players are looking too relaxed so it is time to hit them where it hurts." Every GM I know has done this basically from the first game they ran, but the rules usually don't explicitly say to do so. The Pass-Fail Cycle rules are just an attempt to illustrate how this might work in practice, but... Trust your instincts.

Also, setting difficulty first and then deciding on a resistance isn't as odd as it seems on first blush. It isn't that different from saying "Humm, the players are looking too relaxed so I am going to say the seas are choppy and the boats rocking when they try to jump across. Therefor the difficulty is Very Hard."

This is something I even do in Pathfinder. The point is not to decide in advance--before you know how hard a test should be--how hard a test will be.

2) Use the simplest rule that gets the job done. HQ2 wants to get the job done and get out of the way as quickly as possible. Let it do so. The vast majority of rolls should be for simple contests.

3) Don't confuse how you are doing something (tactic) for why you are doing it (prize). A contest in HQ is about figuring out if you achieve what you wanted to achieve, not if you succeeded at what you tried to do. Once you get that a lot of the edge cases fade away.

All of this applies to Glorantha games the same way it does to any other game. You don't need to have spell lists and so forth to run a Glorantha game with HeroQuest. The background info is enough if you don't get fixated on mechanically representing the details of various magic systems, etc. At it's heart, HeroQuest doesn't care if you are a theist or a sorcerer or a robot or a gun-slinger or whatever. Such rules are fun, but not necessary.

Sarah Newton, 21 April

Yeah +Kevin McDonald - that's exactly how I don't play HeroQuest. :-p (No offence intended.)

For a start - whack the players just because they look too relaxed? Nothing to do with how well they're playing? Just - no. Never. That kind of thing turns me completely off, and bores me silly as a GM. And I've been GMing for a long, long time. :)

Second - using the pass-fail cycle to determine the difficulty, rather than any tactical decision the players make? Once the players realise that's what you're doing, and nothing they decide to do has any effect on your setting difficulties, then they're just going through the motions, and the whole thing becomes a bit hollow. The difficulty should be Hard because the sea is choppy, not the sea choppy because you've decided the difficulty is Hard.

Third - don't need a "spell list" (non-mundane ability description cheat sheet)? That's probably one of the big reasons why newcomers can't make head nor tail of things; you may have internalised enough detail about Glorantha to know exactly how to describe how a Zorak Zoran Death Lord will counter an attack by a Sword of Humakt, but someone who isn't a library of Gloranthan lore will absolutely need some kind of hint sheet on how to describe that. Maybe a quick para written by an expert will be enough, but that's hard to read through during play, and a bullet point list is often better. Better still, some kind of "world book writeup" of Zorak Zoran, with clear indicators of how to describe different foes. Otherwise it all just becomes vague and bland when the GM tries to describe something he doesn't know expertly.

Kevin McDonald, 21 April

+Sarah Newton I get that! But...

It sounds like you are also aware that you are fighting a bit against the core assumptions Robin was designing the game with and have taken steps to smooth out the rough edges that produces. From your earlier post it sounds like you are--as is fairly common--someone that liked the way HQ1 handled resistances (i.e. they represent something objective) rather than a subjective way to create tension by making rolls more or less difficult.

I felt that way myself at first, but I eventually found that I liked the way the rules work as written since I don't have to scale things up or down for games at different power levels. The standard character creation mechanics work exactly the same way regardless of if you are creating heroes or street kids so long as resistances are not given objective values.

That said, I have other problems with the rules and have house-rules to "fix" them. There is nothing at all wrong with making a game work more the way you want/need it to, but it does help to understand what the original was trying to accomplish before making your changes.

Sarah Newton, 21 April

Yup, +Kevin McDonald - I played a lot of HQ2 with the RAW to grok the PFC and story resistance concepts, and ultimately decided they weren't for me or my players, for the various reasons I've cited.

Having said that, there's a definite ambiguity in the HQ2 RAW about absolute scales. For example, it's pretty obvious that there's an absolute scale between the lines: ability score 6 is your default non-skilled rating, 13 is your minimal training rating, 17 is fairly trained, 1M is an initiate's divine rune affinity, 11M is a devotee's divine rune affinity.

In play, I find that using formalist / structuralist narrative flow (either explicitly as the pass-fail cycle, or implicitly as some internalised "gut" version of it) to determine resistances really removes player agency from the game, and makes it into a simple coin-flip resolution. It's also horribly gameable (in a game theory sense); if the players suspect that you're using the PFC to set a Very Hard difficulty next, because they succeeded so well last time, then they can try and choose a trivial contest to "burn" that Very Hard difficulty up, so that the next consequential contest then acquires a lower resistance. And before you know it you're in this bizarre second-guessing arms race where it's actually less about the story and more about trying to manipulate the PFC.

There's also a big issue around choosing how to describe a resistance. Let's say the PFC (or your own "gut instinct" version of the same) decides the next resistance is Hard. In simple terms, you can now choose one of an opponent's Exceptional Abilities to describe that. But then the PC will choose a corresponding ability to counter, which may make the contest easier or harder based on the ability roll - countering the intended effect of the PFC.

And then, the flipside. The RAW make it clear you don't have to choose an Exceptional Ability to describe a Hard resistance; you could just as easily take a relatively insignificant ability, and then just describe some circumstantial effect which makes the contest Hard (the trollkin can't fight for toffee, but the deck of the boat is pitching like a swine, so your resistance to trying to grab hold of it and subdue it is now Hard). So, now your description is directly manipulating the range of abilities the PC can choose to roll in the contest. So in fact the entire thing becomes a bit arbitrary, based on what you as GM want to happen, rather than on any input the player might have.

Also, in play, I find that I eventually end up creating a list of what different ability scores and resistances mean. So I've got Greatsword Attack 9M. Am I any good? Will people in my clan respect me for my ability? According to the RAW, we have no way of knowing - it's "up to the GM". This puts a heckuva lot of work on the GM, because somehow he needs to know this stuff, and if the game won't tell him, then he has to make it up himself... and we're back to the "arbitrary" thing again.

So, yeah. :) I preferred the intent of HQ1's approach to ability score and resistance definition, though the implementation got a bit too intricate for my liking. But I vastly prefer the HQ2 rules - they have a lot more game in them, and a lot more tactics and crunch. I don't use Robin's game ethos in HQ2 - it runs counter to how I personally like to GM - but I consider it quite separable from the game mechanics. I guess I run a kind of Fate-y approach to scale - if you know the Fate "ladder", you'll know that it hardly has a 1-to-1 real world correspondence at all, but it does provide a fixed point of reference for GM and players to bump up against, which IMHO is important for keeping that element of "game" in the ... um ... game. ;-)

Ian Cooper, 21 April

We've been using it in various incarnations (Hero Wars. HeroQuest, HeroQuest 2.0) for some time. That said we did struggle a little when we first came to a story game from a more traditional rpg to get the hang of it.

I'm also a little bit of a Robin Laws fanboy and like Hillfolk too.

That said, things are a little different now of course, games like Numenera are taking a story games influenced approach and their DNA certainly seems to have learned from games like HeroQuest.

The key is to remember that whilst more traditional rpgs have an emphasis on resources (hit points, magic points etc.) ebbing away as you try to complete a challenge, HeroQuest is trying to emulate a written or cinematic narrative instead.

If you are used to using Fate or RQ* remember that abilities are not predefined so you can't set up specific ways to resolve problems the PCs face (climb this rockface, pick this lock)  but need to create more generic problems (the neighbors keep stealing our cattle) that the PCs can find a way to resolve in their own idiom.

Skill checks are not the basis of adventure, story challenges are the basis of adventure. Combat is just one challenge, many sessions might pass without it.

Also note that a contest may be far more macro than a skill check - you may roll to make the whole journey, not just a part of it like fording the stream.

In addition, try to forget what you have learned from more traditional rpgs where you essentially  'move your piece on the battle map' and instead concentrate on telling a co-operative story. Some folks will want to tell 'my guy's story' and that's okay, but telling 'our story' can produce even better results.

Graeme Vallance, 21 April

+Ian Cooper I think its important to note that the size of skill check (roll once for a entire trading mission vs roll to avoid a pothole) very much depend on the story and the amount of fun it brings. Your goal should be to maximise fun and that means keeping the story interesting.

If you're players have their eyes on a prize and just want to run a trading mission as a small part of that, then a single roll is the way to go. The players will only be annoyed at having to wade through a forest of contests they don't care about. On the other hand that trading mission can be a story in and of itself. If you're players are looking for something to do then that trade mission can provide a framework for that.

You start with running around the Clan town, bargaining with established NPCs for trade goods. You set the players the task of getting trade goods and set them at it. That would be loads of simple contests (say one per player), solved using whatever method they players decide.

Once they're prepared they have to get there. Many bandits attack. The players could then run, fight, bribe, talk or whatever their way out.

Once at the market they find the local Lunar offical is charging an outrageous tax! They can pay or it you could launch side quest where they arrange for him to be removed.

TLDR: A skill check should always cover a chunk of narative ground, but how large that chunk is in simulationist terms is more or less irrelevant. You should maximise fun.

Sarah Newton, 21 April

I think that the HeroQuest rules are a lot more mainstream these days than people make out - there's not a huge difference from PDQ, for example, although HQ is much more flexible - and games like Fate, PDQ, and others are occupying the same space very neatly. Unfortunately the perception of HeroQuest is that it's somewhat difficult and obscure - and unfortunately I think the 2nd ed rules sometimes don't help, especially in the way they demand that GMs internalise a large amount of setting information in order to be able to run a scene correctly (check out my Zorak Zorani vs Humakti example upthread), and also by over-intellectualising and tbh over-complicating what at heart is a very simple concept - "Here's a list of difficulties, pick one".

HeroQuest can work fine with zero prep as long as you as GM absolutely grok all the implied definitions and parameters which lie behind the abilities the PCs and any "NPCs" they face. But the moment you step out of that zone, into a setting which has its own internal laws and logic, then you immediately come up against a need for definition and "world bible". And that requires prep, unless you've internalised it exceptionally well already.

So, using HQ to play Star Wars, or Middle-earth, or CSI, B5, or BSG, or any well-known IP - not so much an issue, you can do that pretty much zero prep as long as you grok the ins and outs of the setting. But using it to play a setting the GM isn't thoroughly familiar with - then you need a lot of backup info and material for the GM to prepare and internalise before play (or look up during play). And that, in my experience, is on a par with, say, rolling up NPCs or other forms of game prep.

For example, if I'm planning to use that Zorak Zoran Death Lord as an NPC in my game, I find myself going to my RQ3 Trollpack and any other written resources I have for Zorak Zoran, and jotting down an aide-memoire pick-list of abilities I can use in my descriptions, and then having to make rough conversions to decide roughly what abilities a Death Lord should have, etc. Otherwise I'm just "Hey, the Death Lord awesomes you with fiery darkness stuff, 10M!"

I think the point about the very loose framing is a good one - HeroQuest can resolve the entire plot of Lord of the Rings in a single die roll - "We try to destroy the One Ring by taking it to Mordor and dropping it in Mount Doom". The fact that it's not particularly desirable to frame contests like that is the crux, and I think that very open-endedness of the rules presentation is possibly an issue for newcomers.

Personally I explain HQ2's resolution mechanic as scene resolution. You declare what you're trying to achieve in a "scene" (however you define scene), and then choose whether you're using a simple or extended contest to determine whether you're victorious. I also provide guidance to players for the "scale" of a scene - we have a rule of thumb that "encounter scenes" are usually maybe half a minute or a few minutes, based largely off movie cinematics; "travel scenes" are usually a few hours or so; and "downtime scenes" can be days, weeks, or whatever. I find that kind of simple framework really helps people feel comfortable during play.

The reason for that is otherwise the sheer openendedness of framing can lead to analysis paralysis and unsatisfying contests. Let's say you're "Sneaking Into the Castle to Rescue the Princess"; is that a single contest? How do you actually break it down into a "good" or "fun" number of contests, and how do you define their scope? Am I sneaking through the kitchens and past the guards as one roll, or two? Do I roll to unlock the door, or is that part of "breaking into the castle"? Is it simply an arbitrary decision by the GM? Consensus with the players? Saying "you have to decide how to scope this whole contest yourself in order to maximise fun" is putting an awful lot of responsibility on a GM who's already quite taxed. 

Kevin McDonald, 21 April

I think +Sarah Newton hit many nails directly on their heads here. I would even go as far as to say both the GM and players all have to have a good common understanding of the background for HQ to work well. This is why it is so important for GMs (and even other players) who are Glorantha experts to put that to one side when running games and go with the flow.

I start my Glorantha campaigns with an orientation session that covers assumptions about the world, society, campaign power level, etc. so we are all on the same page before the game starts. (I had the G2G preview PDFs up on a projector during my most recent orientation session. It worked fantastically well.) We usually have a lively Q&A that evening, and from there on out I try to say "Yes, and..." as often as possible.

Because I am not running a game in Sartar/Pavis I did a TON of research pre-game, though. The goal was for my players to have sample abilities under their keywords for culture, race, magic etc. Once that was done, though, I try wing it as much as possible. This does tax our creativity as we struggle to come up with ways NOT to say "I smite him with my Zorak Zorani fire-darkness awesomeness." It can be exhausting "work", so simple player-facing handouts (feat cards? Magic item cards?) would be a wonderful thing for someone to publish. :)

Sarah Newton, 21 April

I do something very similar, +Kevin McDonald - I create "Keyword Ability cards" derived from the various culture, occupation, and rune affinity keyword writeups in Sartar:KoH, with bullet point lists of the sort of things those writeups say you can do. I don't say they're exhaustive or restrictive, just representative, so players can riff off them, but each player has 2 or 3 cards during play and refers to them when they want to try something that's not obviously written on the character sheet. Nice and tactile, and works well. Also very handy when, say, trying to quickly remember the differences between the Urox and Orlanth uses of the Storm rune. :)

I think a future project for me is to do something similar with the "enemy cults" too. It'd be a humongously useful play aid for me when GMing. I'm kind of doing it with my "conversion" of choice bits of Anaxial's, but it's slooooow... :)

Ian Cooper, 21 April

+Sarah Newton The issue of contest scale relating to the flow of play and pass/fail are similar: the Narrator feels the mood at the table.

That's really the way to think about Narrating HeroQuest, you are taking your cues from the players. Consider extended vs. simple contests, you don't pre-decide which type, you 'take the temperature of the table'. Try asking the players, or note that as a simple contest can be the first round of extended, and then if the result does not satisfy 'bring down the pain' to use a term from The Shadows of Yesterday, and make the simple contest the first round of the extended contest.

When describing the actions of NPCs I tend to make up their magic, abilities etc. as I go. Greg said a lot in the past: I don't know, I just make up effects at the table. But every person has different comfort levels here and their session prep differs as a result - some will want to think about and make notes beforehand, others be more comfortable winging it. Each narrator plays to their own strengths.

I use pass/fail as a 'barometer' for the pressure. Sometimes I go with the weather it suggests, sometimes I adjust based on my feel for story. But I also use it for inspiration as to how much complication to add etc. But I use it far more than pre-prepared stats which are very rarely right in practice for me, never reflecting the challenge my game needs.

...and it's growing...