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* Forums * Reviews * Columns * APs * Game-Index * RPG Wiki * Members * Match Review Editing Edit this Review | Unlink This Review from HeroQuest: Roleplaying in Glorantha Review of HeroQuest: Roleplaying in Glorantha Goto [ Index ] REVIEW FORMAT In an attempt to make this review as user-friendly as possible, I have divided it into several sections, each headed by a question. If you already know the answer to any given question (or don't particular care about the answer!), please feel free to skip down to the next section. Some of this material addresses new players, some is directed towards "Hero Wars" players, and some goes all the way back (for old timers like me) to "RuneQuest." WHAT IS "HEROQUEST"? "HeroQuest" (hereafter "HQ") is the latest roleplaying game set in the world of Glorantha. It is, essentially, a second edition of the "Hero Wars" RPG. While HQ shares the core mechanics of Hero Wars, several clarifications and improvements have been made. WHAT IS "GLORANTHA"? Glorantha was born in the imagination of author and game designer Greg Stafford more than 37 years ago. Over the last 25 years, it has become one of the gaming industry's most popular and long-standing fantasy settings. It has been the backdrop for war games ("White Bear and Red Moon," "Nomad Gods"), roleplaying games ("RuneQuest" I,II, and III, and "Hero Wars"), magazines ("Wyrm's Footnotes," "Tales of the Reaching Moon"), a computer game ("King of Dragon Pass"), fiction ("King of Sartar") gaming conventions, and scores of websites. While it began with Stafford, it has become a truly shared world; thousands of people have explored and contributed to its richness. As a setting, Glorantha draws its inspiration from ancient epics, such as the classical "Iliad," "Odyssey," and "Aeneid," the Hindu "Mahabharata," the Old English "Beowulf," or the Icelandic sagas. It's a Bronze Age world, with cultures which are (by and large) more primitive than those found in other games, akin to the ancient civilizations of the Greeks, Egyptians, Romans, and Mesopotamians. While feudal cultures do exist, they are geographically centered on the Western edge of the world's main continent, and do not necessarily have to enter play unless you want them to. Many Gloranthan campaigns feel more like "Gladiator" or "Spartacus" than "The Lord of the Rings." One of Glorantha's most enduring features is that it has always been focused on "myth." The world is flat, floating in an endless sea. There is a genuine sky dome overhead and you can (theoretically) find a way down into the underworld to seek out the realms of the dead if you wish. The Sun really does rise in the east, move across the sky, set in the west, and travel through the underworld to be reborn the next day. The world was shaped by the actions of gods, spirits, and saints in the prehistory of the world. The laws of physics do not apply; for example, rivers run towards the sea to help their father, the Ocean, fill a gaping hole in the center of the world left by the destruction of the ancient mountain which was home of the gods. And it is from myth that heroes gain their power; by dedicating themselves to a god, spirit, or principle, they become like that being and channel its power into the world. WHAT ARE THE "HERO WARS"? Glorantha is a powderkeg about to explode. Ancient powers are awakening, old threats are stirring, primordial rivalries are nearing the breaking point. At the center of all this is the occupation of Sartar, a barbarian kingdom in the ancient land of Dragon Pass. The Lunar Empire has invaded Sartar, but many Sartarites have taken to the highlands and mountains, plotting rebellion. That rebellion will start a chain reaction provoking most of the world into a period of titanic conflict and sweeping changes. These are the Hero Wars. HOW DO I CREATE A CHARACTER? There are three character creation methods in HQ. In the "Narrative Method," the player composes a 100 word description of his character, incorporating some "keywords" from the rules or inventing his own. A "keyword" can be a homeland, such as "Heortling" or "Dara Happa," a profession like "Warrior" or "Merchant," or the name of a god, pantheon, or religious philosophy. For example, the sentence "Ysara Carusias is a Foot Soldier from Lunar Tarsh" incorporates two keywords from the book, "Foot Soldier" and "Lunar Tarsh." This automatically gives the character access to the skills and abilities associated with those keywords. In addition, a player can create unique traits just by writing them in the narrative. "Ysara is attractive, but fiery tempered and stubborn" gives the character the traits "Attractive," "Fiery Tempered," and "Stubborn," all of which will be assigned a numerical rating and have an effect on play. Using the "List Method," the player simply goes through the book and selects keywords and abilities and pencils them on his character sheet. The player is generally allowed a homeland, professional, and religious keyword, as well as 10 additional abilities. The "As You Go" method is perhaps the best for new players. Basically, the player comes up with a very general concept, but is allowed to create the character in play, selecting keywords and abilities as he discovers them. HOW DOES THE SYSTEM WORK? Every character keyword, ability, or trait has a numerical value assigned to it. Keywords normally begin at 17, while additional abilities are at 13. These can be raised by the expenditure of "Hero Points" (see below). Following the example from above, Ysara Carusias has the "Lunar Tarsh" and "Foot Soldier" keywords at 17; "Attractive" and "Fiery Temper" are at 13. All actions are resolved by a d20 roll. A natural 20 is a "Critical Failure," a very bad result. A natural 1 is a "Critical Success," a very good result. Any result higher than the the rating of the keyword or ability being tested is a "Failure," and result lower is a success. That's the basic system; there are, however, some complications. 1) RESISTANCE All rolls are resisted. For example, if Ysara swings her scimitar at a foe's head, he resists by rolling against his own combat skill, or an ability like "dodge." The results are compared on a simple table, but the gist of it is that the better result wins. This is not always true however...see complications 2) and 3) below. If the action is directed towards something inanimate, the Narrator assigns a rating based on the general difficulty and rolls against the player. If Ysara wants to recall a fact about her people's history, she might use her "Know Tarshite Myths" ability (part of the "Lunar Tarsh" keyword). The Narrator would select a resistance based on the obscurity of the fact she is trying to recall, and make a d20 roll against that resistance number. The player rolls and the Narrator rolls; both results are compared. 2) MASTERIES There is no upward limit to an ability's rating. However, ratings higher than 20 are recorded by assigning a level of "mastery." For example, a rating of 25 would be written as "5m" (the "m" here represents the Mastery Rune, and signifies 20 points). A rating of 65 would be written as 5m3 (5 with three levels of mastery, 20x3=60). When I roll a die, I roll against the number (so in the examples above, I roll against a "5") but each level of mastery automatically "bumps" my result up one success level. So with 5m, a critical failure becomes a success, or a success becomes a critical success. With 5m3, a citical failure automatically becomes a critical success. The trick is, each mastery level my opponent has cancels out one of mine. So if I have 5m and my opponent has 10m, I get no "bump" and neither does he. If I have 5m2, and he has 10m, I would get one "bump," while he would get none. 3) HERO POINTS Players have Hero Points. These are the currency of the game, used to purchase new abilities, increase old ones, etc. They can also be used to "bump" a result up just like a mastery. Of course, this uses them up, so they must be spent judiciously. Hero Points are awarded at the end of an adventure. 4) AUGMENTS Related abilities can be used to "augment" a character's rating, with the Narrator's approval. You can chose an "automatic augment" or a "variable augment." An automatic augment is equal to the related ability divided by 10. For example, is Ysara in insulted and gets into a bar fight, she might be able to use her "Fiery Temper" to augment her scimitar attack by dividing the rating of "Fiery Temper" by ten and adding the result to her scimitar rating. Or, she could chose a variable augment, rolling her "Fiery Temper" rating against a resistance equal to the bonus she wants (say, +3) multiplied by 5 (in this case then, 15). This might result is a penalty however, if she fails the roll (maybe her Temper gets in the way of her fighting). 5) EXTENDED CONTESTS The process described so far is a quick method used to resolve simple actions. "Extended Contests" are used to handle longer, dramatic actions. Combat is a frequent example of this. To initiate an extended contest, the player gets a pool of points equal to the rating of the ability being used. For example, a rating of 5m results in 25 points; 5m3 results in 65 points. The opposing rating also has a pool of points equal to its rating. --A RUNNING EXAMPLE-- Ysara is enjoying a quiet drink at an inn when a young Heortling warrior decides to pick a fight with her. He provokes her until she loses her temper. Ysara has the Scimitar Fighting ability at 5m. The young Heortling has Sword Fighting at 18. Thus, she starts the combat with 25 points and he starts with 18. Next, all augements and modifiers are added in. --THE RUNNING EXAMPLE CONTINUES-- Ysara is fighting with a scimitar (the weapon has a bonus of +3) and gets to use her "Fiery Temper" because she's pissed off (rather than roll she takes the autommatic +1). This increases her pool to 29 points. The young Heortling gets +3 for his sword as has the trait "Hates Lunars" at 3m. He takes an automatic +2 from this, for a total of 23 points. Now, the player initiating the combat bids a number of points from his pool, from 1 to all of them, and the contestants roll against each other. Based on the results, the loser either loses 1 or 2 times the number of points wagered, or in cases of terrible defeat, actually transfers them to his opponent's total! --STILL RUNNING-- Ysara bids 6 points and swings her scimitar. She rolls against a total of 9 (5 from her ability and +4 from her scimitar and temper). She gets an 11, a failure, but this bumped to a success because of her mastery. The young Heortling rolls against a 3 (his rating of 18, +5 from sword and hatred of Lunars). He scores a 6, also a failure, but this is bumped up to a success because his augments and modifiers have increased his rating from 18 to 3m. According to the table, in the case of success versus success, the high roll loses 1/2 the bid points. So Ysara loses 3. If Ysara had rolled a success, it would have been bumped to a critical success, and the Heortling would have transfered 6 points from his pool to Ysara's. Now the opponent or resisting force bids and "attacks," until one side or the other is reduced to 0 points or below. When this happens, the contest is over, and the loser suffers the consequences. Depending on how badly he lost (how far below 0 his pool was reduced) he suffers some kind of penalty. In combat, this might be a wound. --RUNNING AND RUNNING-- After a few more exchanges, Ysara has 10 points left, and her opponent has 12. Desperate, she bids all 10, and spends a Hero Point to bump up her roll. She's lucky, the Heortling gets a Failure and she gets a Critical Success. He transfers 20 points to her, reducing his total to -8. He's beaten, and has suffered a wound. Extended contests can be used for anything; climbing a sheer cliff, engaging in a drinking contest, or trying to seduce a bar maid. It's a flexible system, very easy to use once you get the hang of it, and it encourages a lot of creative description. The bidding mechanic allows for a great deal of drama and color. --FINAL EXAMPLE-- Imagine Ysara was a far better swordswoman, with a rating of 5m3. She would start with a pool of 69 points (remember her +4 bonus), while the young Heortling would start with only 23. One of her masteries would cancel his, so she would be rolling 5m2 against his 3! In this case, she decides to make an example of him in front of all his friends, and bids 50 points. She rolls a 9, a failure, but it is bumped twice to a critical success. He rolls a 10, a failure. The poor Heortling transfers 100 points to her (!!!) leaving him at -77 (anything greater than -30 is Dying or Dead). In a single flash of her scimitar, she's separated his head from his shoulders and sent it sailing across the room. WHAT ABOUT MAGIC? Glorantha has always been a magic rich world. Everyone has magic, and everyone uses it. A farmer prays to the god of crops to bless his fields, and a warrior invokes the god of war to make his sword-stroke deadly and true. HQ uses four types of magic to simulate these things. 1) Common Magic: These are simple powers derived from inside the character himself. 2) Animism: This is magic that summons spirits to perform certain tasks. 3) Theism: This magic calls upon the gods to aid the hero. 4) Wizardry: Used mainly by Glorantha's western Monotheists, this calls upon cosmic "essences" to benefit the individual. The character's cultural backround generally determines the kind of magic he uses, and as a result, how he views the world. A nomad might use animism, and thus for him, the world is alive with spirits. A Lunar soldier might worship a god of battle, and view the world as a reflection of the struggle between pantheons. Magic is not so much a game mechanic in HQ as it is a philosophy and system of beliefs. It shapes the character's personality. As for the mechanics, magic can be used to augment abilities, or called upon to perform spectacular feats. For example, Ysara worships Natha, a form of the Red Moon Goddess. One of that Keyword's magic abilities is called "Avenging Fury." She might use her rating in "Avenging Fury" to augment an attack, gaining a bonus to her scimitar ability while fighting against an enemy who murdered one of her friends, or she might use that power as an active feat to send out a crimson bolt of Lunar force to slay the murderer. In the first case, her scimitar attack ability would receive a bonus from the magic. In the second case, she would use her rating in "Avenging Fury" itself to generate a magical attack. The four "styles" of magic each follow the same basic pattern. A hero "casually" practices the style, but can gain only augments from magic. Later he might dedicate himself to a single style, gaining the ability to also use the magic to generate incredible feats. For example, an animist might become a follower of a powerful spirit, shunning other magic. This is called "concentrating," and makes magic less expensive to buy at the cost of abandoning all other types of magic. A great deal of the text is devoted to how this works in the cultural contexts of the setting; animists become dedicated "practitioners" and "shamans," theists become "initiates" and "devotees," wizardly characters become "liturgists," "orderlies," and "adepts." Each comes with certain expanded magical abilities and social benefits, but demands greater and greater commitment (for example, a god's devotee must spend 50% of his time and resources on serving the god, this includes spending half of all the Hero Points he gains on abilities related to serving the god). As a general rule of thumb, specialization allows for greater magic but less freedom. I LIKE RUNEQUEST...WILL I LIKE HQ? Maybe. The two games share the same setting, but are completely different in terms of style. RQ was a meticulously crafted simulation of pre-industrial combat; HQ is a cinematic, storytelling system which simulates the logic of myths and epics. RQ was low-key, but HQ allows for characters the likes of Harrek or JarEel to enter play. On the other hand, I ran a very RQ-esque campaign centered on a group of Heortling villagers coming of age, simply by reducing the starting rating of keywords from 17 to 13 and abilities from 13 to 8. In terms of power levels, it felt a lot like the old days of RQ II to me. I ALREADY PLAY HERO WARS...DO I NEED THIS? I would recommend it. The rules have been thoroughly cleaned up, and lots of positive changes were made. HW was hopelessly muddled. It was difficult to find the system under all the bad layout and editing. HQ is much simpler, smoother, and cleaner. Its description of Glorantha is more to the point, and the focus has shifted more from the keywords in the books to individual creativity and discovery. Mysticism has been removed, which is bound to irritate some players, but the addition of monsters, background on Dragon Pass, a wonderful Index and Glossary, all work to make HQ a much better product. The addition of "Common Magic" was another great improvement; for old RQ players, it was like the reintroduction of "Battle Magic," while for new players it gives easy access to magical powers without first having to decide whether your character is an "animist," "theist," or "wizard." I certainly wasn't disappointed I sank my money into a copy. ANY COMPLAINTS? Long-time fans of Glorantha will be a little disappointed by certain oversights. Old cults, like Humakt and the Lightbringers, are mentioned, but not specifically detailed. Of course, this isn't entirely a stand-alone product, but at the same time I would have liked to have seen Issaries or Humakt detailed in the text. Also, if you were playing a mystic from Hero Wars, there's nothing in here to support you. Mysticism apparently will be re-introduced at a later time. WHAT'S THE BOTTOM LINE? HQ is a fine product. It provides the simplest, easiest introduction to Glorantha players have ever hand, and for long-time lovers of the setting, it has fresh new perspectives. The system is simple enough that creative minds can easily invent new powers and abilities, while RQ lovers can simply bring old Rune spells and Battle Magics with them into the game. However, it is a very free-form system, so players who prefer detailed combat rules, clearly defined results, and lists of spells, skills, and results may not like HQ very much. I admit I resisted it for awhile, but was won over once I began to grasp the possibilities offered by the system. HQ is a terrific game for players who like their action epic, their adventures sweeping, and the stakes sky high. Product Summary Name: HeroQuest: Roleplaying in Glorantha Publisher: Issaries System: HeroQuest (1e) Setting: Glorantha Author: Robin D. Laws, Greg Stafford Category: RPG Cost: $39.95 Pages: 288 Year: 2003 SKU: 1001 ISBN: 1-929052-12-X Historic, Fantasy, Medieval View [ Printable Review ] Review Summary Capsule Review December 29, 2003 by: Andrew Montgomery Style: 4 (Classy & Well Done) Substance: 4 (Meaty) The latest in a long line of games set in the mythic world of Glorantha, "HeroQuest" is a vast improvement over the muddled and sloppy "Hero Wars," the game it now replaces, and perhaps the best introduction newcomers to Glorantha have ever had. Andrew Montgomery has written 12 reviews, with average style of 4.17 and average substance of 3.92 The reviewer's previous review was of Call of Cthulhu Roleplaying Game.The reviewer's next review is of Necronomicon: The Wanderings of Alhazred. This review has been read 19920 times. Rate It! If you would like to rate this item, login. 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