[Heroquest 2] Pass/Fail and Setting-Heavy Story Now
Erik Weissengruber:
Can it be done?
My first thoughts are here: http://www.obsidianportal.com/campaign/for-clan-kin-and-the-gods/wikis/first-thoughts
These are in preparation for an HQ2 campaign I am trying to start up.
Erik Weissengruber:
My meandering (http://www.obsidianportal.com/campaign/for-clan-kin-and-the-gods/wikis/first-thoughts) boils down to this:
Climactic, setting impacting contests should be like heroquests -- the final challege will be high.
The pass/fail mechanic can serve as a pacing mechanism for myself.
The commuity/wyter is an entity of enduring interest and challenges to it and on its behalf should have the consistency
Use the Climactic Contest results table for these superserious challenges.
Otherwise, continuity creating scenes and individual PC activities can be handled on the rising action table with the pass/fail rhythm.
Erik Weissengruber:
I want to continue exploring the mega-pc or the shared community resource/responsibility that I mentioned here:
http://www.indie-rpgs.com/forge/index.php?topic=30173.0
What does this collective character, agent, actant mean in play.
Erik Weissengruber:
I had 1 Glorantha veteran and 3 newcommers at my first meeting.
I tried to tease out the kind of characters they wanted to play
* An uncomplicated farmer/warrior
* A stable, traditional, upright thane
* some kind of thiefy, shadowy, trouble making kind of person
* A hired mercenary serving the chieftain
Then I went through the clan questionnaire in Sartar: Kingdom of Heroes to generate their clan, a process which generates an entity that is a source of power and which is their responsibility to maintain and improve.
* discussed here: http://forum.rpg.net/showthread.php?495949-HeroQuest-Communities
The questionnaire produced a completely non-canonical clan. The love of a setting can make you want to guide the players to create something more "typical" or "canonical." But I stifled every impulse to pull away from character color input.
They worship ancestors rather than the Odin/Earth Mother biggies, or their children Sun Guy, Trade/Communication Guy, Trickster, Grain Lady, Healing Woman, Gloomy Sword Guy, Berserk Axe Guy, etc. So they are on a tangent far removed from the vast majority of the god-worshiping noble barbarians around them.
Now I have the task of designing a world of DRAMA around the heroes, bringing in canonical setting only as needed, and staying away from the metaplot as far as possible.. But there is always the tug to slot the players into Greg Stafford's world.
Erik Weissengruber:
This is what I wrote to their players concerning their clan, the "Old Stones," a group of determined traditionalists and patriots reduced to poverty and marginality by their intransigent opposition to the Lunar Empire.
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Notes on Worship
These are the religious practices of your clan. They are really interesting.
Note: The players are all on individual religious quests. You worship who you want to worship. The main focus of your people is your Ancestral Shrine but you might have discovered the storm god within you, be attunded to illusion or disorder, etc. You come from an environment but that environment does not determine who you are. Moreover, you can change your people.
Main Religious Focus: Ancestors
#1 Sendor: Heaven-sent hero, enemy of Chaos
#2 Penene: Daughter of the Wilds
#3 Bereneth: Tamer of Horses
#4 Mother & Father Antanggi: People of the Shadow
“Before us came the Jars Antanggi, People of the Shadow, scared and in tatters but proud and clever too. We saw their cunning in survival and how they used the very shadows as armor against their enemies. As their leaders had been broken and driven to the Winds, they came among us as shepherds and we called them cottars.”
#5 Heort: Ancestral King of the people, who took Sendor as a thane.
Great God Most Commonly Invoked:
* Ernalda: Earth
- she taught us how to make useful things out of nature & animals
- she taught us how to read and weave the tapestry of fate
Great God Acknowledged by All:
* Orlanth: Storm God
- taught us to explore, to learn secrets, to brave the darkness
Favoured Old God:
* Acos, God of Stability.
Clan’s Mythological Enemy
* The Bright Emperor, Yelm
God of Clan’s Traditional Enemies
* Ves Venna, son of Winter, who brought kin-slaying to humanity
Nightmare Demon, Ultimate Bad, Bogeyman
* The Thing With Many Bodies
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