HeroQuest (role-playing game)

HeroQuest (role-playing game)
HeroQuest Core Rules
Heroquest logo.jpg
HeroQuest Logo
Designer(s) Robin D. Laws
Publisher(s) Moon Design Publications
Publication date 2009
Genre(s) Multi
System(s) Narrative

HeroQuest is a narrativist role-playing game written by Robin D. Laws and published by Moon Design Publications under license from Issaries, Inc. (July 2009). It has its roots in Greg Stafford's fantasy world of Glorantha, but was designed as a generic system, suitable for, but not tied to any particular genre. The game's mechanics are focused on quick resolution; Contests are resolved by comparing the results of two twenty sided dice, each tied to a character ability chosen by players and/or narrator. After the die roll, the participants work together to interpret the outcome in story terms.

Contents

The game system

The current (second) edition of HeroQuest has a firm narrativist basis and focuses on dramatic presentation and storytelling techniques:

Who Prospers? It is an unavoidable fact that all roleplaying games favor certain player skill sets. Where some games reward memorization, an instinct for math, and the willingness to comb through multiple rulebooks for the most useful super powers, HeroQuest tips the scales for creative improvisation, verbal acuity, and a familiarity with the techniques and stereotypes of popular fiction. - Introduction, HeroQuest Core Rules[1]

The system is built around abilities and keywords. A Keyword is a broad term to sum up several abilities, such as a profession or a homeland or culture.

Character creation

There are three main methods to create a character: Prose, List, or As-You-Go.

In the Prose method, the player describes the character in a couple of sentences for a total of 100 words. The player then selects words and phrases from the description to be used as character abilities. Depending on the game setting, the description can include Keywords to indicate a character's profession, homeland, and other affiliations. Keywords can be used to imply certain abilities.

In the List method, the player starts with choosing one or more Keywords as appropriate for the setting, and then chooses up to ten additional abilities and up to three flaws.

In As-You-Go method a player states their character concept and defines Keywords and abilities during play based on what they think their character would know.

Keywords and abilities

The Keyword Rating determines the starting capability for abilities derived from it. For example, the starting Keyword rating is 17, so a Warrior (profession Keyword) can reasonably be expected to be able to sword fight at that level. However, characters are further defined by adding points to abilities, and can raise the default levels above their starting point. If a Warrior is very good at sword fighting, then that ability would be raised. The game master can decide to begin characters at a higher rating, the first edition rulebook only hints at the option, and instead presents character creation using 17.

One of the main differences of HeroQuest's use of abilities is that they are not limited to describing skills and capability. Abilities have three distinct categories: skills, relationships, and personality traits. Each one is equal to the others. Sword Fighting at 17 is just as capable as Angry at 17. Both could be used to win a sword fight, provided the character is angry. Because of this, a character's personality and relationships prove to be just as important as their skills. Abilities can also augment each other. In the example above, Sword Fighting 17 and Angry 17 could be used together giving a better target number. In play, this means that when players are pursuing goals in line with their character's skills, personality, and relationships, they can be extremely capable and are more likely to see success than if they ignore any or all of those building blocks.

There are a few more types of abilities, such as equipment, followers, and magic. Everything is defined using the same system. The adaptability and ease of expansion of these basic concepts are what helped make the system popular for use in other settings and genres among its followers.

Game mechanics

The resolution mechanic is built around a pair of twenty-sided dice. One die is rolled for the character's ability, the other for the resistance, an ability score chosen by the narrator. This can be an NPC ability or a force of nature.

In HeroQuest players typically do not compare the numbers thrown, but instead compare the implied results. Results rank from Fumble through Failure, Success to Critical. A success is scored if the die roll does not exceed the ability score, with a 1 indicating a Critical success. If the die roll exceeds the ability score, the result is a failure, while a 20 indicates a Fumble (Critical Failure).

The two results are then compared to determine the level of victory (or defeat):

  • Complete - results differ by 3 levels (e.g., Critical vs Fumble)
  • Major - 2 levels
  • Minor - 1 level
  • Marginal Victory or tie (When results are equal, the lower die roll wins)

Modifiers

The dice results can be modified by applying Hero points or Masteries - every 20 points raises an ability by one Mastery, which can be used to bump up a result by one level. Masteries are applied automatically, Hero points are a conscious decision of the player.

Once an ability surpasses 20, it gains a level of mastery, noted by a rune (ш) and then drops down to 1. So instead of 21, the character would have a 1ш. This cycle repeats, so after 20ш you get 1ш2, signifying two masteries. Although the first edition book lists some godlike powers up to a 12 masteries (ш12) this allows for limitless scaling without a huge burden of additional dice or complex math.

Masteries first cancel each other out. So a conflict between a 4ш and a 12ш is mechanically identical to a 4ш2 against a 12ш2 or, as they both resolve as, a 4 against a 12. When masteries differ, such as a 4ш2 against a 12ш, then the remainder gives the character with the higher mastery an advantage. For each mastery one has over the opposition, they can improve their die roll by one step. A failure becomes a success. A success becomes a critical. If the side with the higher mastery reaches critical and still has masteries to spare, they use the extra masteries to lower the opposition's dice by one step for each additional mastery.

Early editions

Early editions of the HeroQuest system were published by Issaries Inc., designed to be the RPG system of choice for Greg Stafford's fantasy world of Glorantha, effectively replacing the 1980s RuneQuest.

HeroWars, 2000[2]

HeroWars
Publisher(s) Issaries, Inc.
Publication date 2000
Genre(s) Fantasy
System(s) Custom

The first-edition rulebook, Hero Wars, was published in 2000. It had serious quality issues as the publisher did not have sufficient funding to complete production. [3]

HeroQuest, 2003[4]

HeroQuest
HeroQuestRPGCover.jpg
Designer(s) Robin D. Laws
Publisher(s) Issaries, Inc.
Publication date 2003
Genre(s) Fantasy
System(s) Custom

The game's extensively revised second edition was published in 2003 as HeroQuest; the Hero Wars products are highly compatible, and conversion guidelines are available online.
In 2003 Lance and Laser Miniatures developed a corresponding line of eighty miniature packs for Heroquest. Lance and Laser was sold to Armorcast LLC in 2009 and the miniatures are still available.

HeroQuest Tentacles ed., 2009

A special limited edition was distributed during the Tentacles game convention during Pentecost weekend in Bacharach, Germany.[5]

Supplements

As of 2011 the supplements released included:

Hero Wars, Published by Issaries

  • Hero Wars: Roleplaying in Glorantha, containing the core rules (now superseded by HeroQuest). Out of Print.
  • Narrator's Book, containing advanced rules and sample adventures (now superseded by HeroQuest). Out of Print.
  • Glorantha: Introduction to the Hero Wars, world background (with no game rules whatsoever)
  • Anaxial's Roster, rules and myths for all sorts of creatures and races. Out of Print.
  • Thunder Rebels and Storm Tribe, two books describing the Heortling barbarians' culture for players and narrators. Out of Print.
  • Barbarian Adventures, Orlanth is Dead and Gathering Thunder, three adventure books for Heortling rebels against the Lunar Empire. Out of Print.

HeroQuest (1st Edition), Issaries

  • HeroQuest: Roleplaying in Glorantha, containing the complete rules and an introduction to the Glorantha setting. Out of Print.
  • Hero's Book: Playing HeroQuest, an abridged version of the rules and introduction to the setting. Out of Print.
  • Men of the Sea, describing sailor characters and nautical campaigns. Out of Print.
  • Dragon Pass: Land of Thunder, a gazetteer for the region (without rules material). Still in print under a new title.
  • Masters of Luck and Death, 27 Herobands from the Dragon Pass area, ready to be used in your game. Out of Print.
  • The Lunar Empire - Imperial Lunar Handbook volume 1, a high level overview of the Lunar Empire and characters that come from it. Out of Print.
  • Under the Red Moon - Imperial Lunar Handbook volume 2 provided an in-depth treatment of the Lunar faith. Out of Print.
  • Champions of the Reaching Moon, Lunar Herobands, related to each other in an association, ready to be used in your game. Out of Print.
  • Blood over Gold - Trader Princes of Maniria, contains a description of the region of Wenelia and the western Trader Princes campaign. Out of Print.

HeroQuest (2nd Edition), Moon Design Publications, under licence from Issaries.

  • Heroquest Core Rules, contains a slimmed-down version of the rules, applicable to any game setting.
  • Dragon Pass: A Gazeteer of Kerofinela, describing many places of note in the Gloranthan region of Dragon Pass. The same material as Dragon Pass: Land of Thunder.
  • Sartar: Kingdom of Heroes, a book of information and scenarios for games played in the Gloranthan kingdom of Sartar.
  • Sartar Companion, additional scenarios and material for Sartar-based games.

Official supplements in preparation by Moon Design Publications as of 2011 include:

  • Pavis: Gateway to Adventure, a book of information and scenarios for games played in the Gloranthan city of Pavis.
  • Guide to Glorantha, background information about the world of Glorantha.
  • Gloranthan Bestiary, information on the fauna of Glorantha, written as if it was a real guide by a traveller.

In 2006, Mythic Russia, the first licensed game using the Heroquest game engine, was released.[6] In 2009, Nameless Streets, a licensed game based on supernatural horror in the modern US, was released.

External links

References

  1. ^ Core Rules (2nd Edition) Preview
  2. ^ HeroWars
  3. ^ Shannon Appelcline, A Brief History of Game ...2006-09-18
  4. ^ HeroQuest 1st ed.
  5. ^ Products Released at Tentacles
  6. ^ http://rpg.geekdo.com/rpg/1612/mythic-russia

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