Posts Tagged ‘heroquest’

HeroQuest Characters In the News

Thursday, June 17th, 2010

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One of HeroQuest’s character creation options allows you to generate abilities by writing a 100-word prose description, and extracting ability names from that.

Adapting that idea slightly, one might run a modern HQ2 series with characters drawn from news clippings. To generate your character, find a news story and extract abilities from it as you would from a prose description of your own invention. A GM might want to ward off silliness by disallowing celebrities and other public figures. Or might not: you could run a modern weirdness campaign in which the party consists of Glenn Beck, Sharon Osborne, Diego Maradona, Nigella Lawson and Chesley “Sully” Sullenberger. If you don’t mind dialing the timeline a bit, obituaries would make a fine source of news-drawn characters.

Thus beginneth a new irregular feature here on the blog: names from the news, configured as HeroQuest characters. Given that these are real people, we’ll thinly veil their identities by giving them new fictionalized names.

First up is the American found wandering in Pakistan’s Chitral region, claiming to be on a solo hunt for Osama Bin Laden.

Greg Fitzgerald
American 13
confident 3W
construction worker 15
52 years old 13
prefers solo missions 13
pistol 17
40-inch sword 15
dagger 13
night-vision equipment 13
visited Pakistan seven times 13
book containing Christian verses and teachings 13
“God is with me” 18
hashish 13

Lazy Bastard Radio

Wednesday, April 28th, 2010

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[info]robheinsoo and I serve as tandem interviewees on Alberta’s Best Nerd Culture podcast, Lazy Bastard Radio. Our waxings include dream licenses, stuff we find inspiring, the future effects of electronic gaming on tabletop, making bards not suck, and of course projects current and previous. Also it’s my first time appearing in a podcast intro’ed by Malcolm McDowell. Check it out.

Winging It With HeroQuest

Monday, February 8th, 2010

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[info]zomben2 passed along this link to a fab HeroQuest actual play report. It emphasizes the system’s suitability for completely improvised play, with not just the story but the setting collaboratively created by the group, on the spot. Thanks, Ben! Hope you get to that heavy metal album covers setting someday.

RPGs As Apps

Tuesday, February 2nd, 2010

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Let’s take as read that we’ve already had a discussion of the iPad and the relative allure of its initial feature set. I don’t pretend to know whether it in particular or the multi-touch tablet in particular will rise to ubiquity.

But let’s say, to weave a scenario, that it will achieve a penetration similar to the iPhone/iTouch. What does that do for tabletop game design?

A page-sized screen that you can pass around the table makes possible a number of accessory-style apps. We’re used to a D&D tactical map being an inch a square, but it could go page-sized for an app that allows you to drag virtual counters through a battle space, allow the map to scroll with the combatants, figure blast radii and so forth. Like the virtual game table we’ve seen in proof of concept form, but smaller, and not so far in the future.

For GUMSHOE and other investigative games, scenario hand-outs could come as an app package, in gorgeous color. Some documents might be sound files or videos.

For HeroQuest, you could plot a pass/fail map in real time to see your narrative and get appropriate Resistances.

The real paradigm shift comes, however, when the game book becomes, through its transformation into an app, the game itself. I’m not just talking robust hyperlinks within and between rule books, although those alone could be worth the price of the port.

Instead of a rules book telling you what the resolution system is, the app is the resolution system. The app version of Time & Temp would present Epi’s brilliant Sudoku-like paradox grid as a touchable form. Instead of giving you a description of how it works, it just works and gives you the results. 3:16 would, instead of showing you how to arrange figures on the range diagram, include a range diagram you’d move your virtual figures on.

For D&D you’d go to the monster screen, punch in your search parameters, and drag the desired stat blocks onto the battle grid. The app would keep track of power recharges, hits and misses, lost hit points, ad infinitum. It becomes your co-DM, doing all the grunt work for you.

Resolution mechanics, handled by the app, would become invisible, freeing designers from concerns of complexity or the limitations of polyhedral dice. Wickedly involved math could underlie a 21st century answer to The Morrow Project, so long as the app was required to do all of it.

Ultimately the designer might be entirely liberated from numerical resolution systems, what with their rolls and target numbers and modifiers. App RPGs might adjudicate action attempts with the manipulation of shapes, or other abstract or purely visual mechanisms.

HeroQuest Deleted Scenes: The Dance Marathon

Wednesday, January 20th, 2010

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As previously mentioned, HeroQuest 2 underwent few changes between my initial submission and the version published, which explains why I’m so happy with it. The development team, led by Jeff Richard and David Dunham, mainly refined the brief Glorantha chapter at the end. They also replaced a few examples they deemed to be a little far out. Apparently, for example, they felt that there exists a limited market for gaming campaigns inspired by They Shoot Horses, Don’t They? Go figure! Presented here, then, is the original example of the rules for Parting Shots. (This comes from the unedited original submission, so any textual or math errors it may contain are entirely my fault.)

It’s down to the final two competitors, Carole and Diana, in a grueling depression-era tap dance marathon. Carole pits her Pluck (augmented by Tap Dancing) of 19 against Diana’s Endurance (augmented by Chorus Girl) of 18.

After 4 rounds, Diana wins her contest over Carole, with a score of 5–1. This is a climactic scene, so all 5 points count against her. Carole’s ability to participate in future dance contests will suffer the equivalent of an Injury. But this isn’t enough for Diana: she never wants to see Carole darken the doors of the Rubicon Dance Hall again. She decides to go for a final action. “As she collapses, I finish with a triumphant flourish of energy, showing everyone—including Johnny—that I wasn’t even close to losing.” (Johnny is the raffish gangster whose attentions Carole and Diana have been vying for.)

As Diana is trying to demoralize Carole, the Narrator rules that her Pluck ability is still appropriate to the contest. Diana’s description of her action also makes it clear that Endurance, still augmented by Chorus Girl, still applies, too.

If Diana scores a Critical and Carole gets a failure, the score goes to 8–1 in Diana’s favor. Carole’s confidence in herself as a dance marathoner, the Narrator rules, is Dying. Unless someone intervenes with a very effective emergency pep talk, she’ll leave the Rubicon, never to return.

If Carole scores a Critical and Diana, a failure, Carole takes the 3 resolution points she would, in a normal contest, apply to Diana and instead subtracts them from the total lodged against her. The score goes from 5–1 against her to 2–1.

The Narrator describes the outcome: “Carole is so enraged by this attempt to humiliate her that she looms unsteadily up onto her feet, shambles over to the dance floor, and executes a thundering buck and wing!”

“Hey, the contest’s over!” exclaims Diana.

The narrator (playing the grizzled contest judge) says, “That girl’s got pluck! I’ll allow it! The contest continues!” The audience rapturously applauds.

The contest then continues…

Dragonmeet 09

Sunday, November 29th, 2009

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As it did last year, Dragonmeet provided a relaxed yet happy atmosphere for gamers to do what they do best – talk about games and refresh their sense of collective community. Attendees made the most of the day’s two game slots. An impressive array of games were seen in the gaming hall. Simon was as happy (as an Englishman is permitted to be in his homeland) with the sales at the Pelgrane stand and I assume from the general sense of chuffery in the air that the other vendors felt the same. I got to see lots of folks at the booth and sign the occasional book.

Personally I consider it a victory that I felt considerably less jet-lagged this time around. Counter-evidence for this claim might yet surface in the photographic form. The fact that I have awoken in the middle of the night local time to type this blog entry might also undermine my overall point.

Seminars were well-attended. I am told the trade hall visibly emptied as various afternoon panels began. A solid turn-out materialized for the HeroQuest panel with Jeff Richard. I was pleasantly surprised to discover that about a third of the room was comprised of interested gamers who were not already part of the hardcore HQ/Glorantha community. Accordingly I ran through the basic ideas behind the design. Jeff, flushed with Orlanthi pride at the successful arrival of the gorgeous and monumental Sartar book, lovingly described its contents and laid out upcoming plans for the revitalized line. Now yet another of the products promised in the pages of RQ2 has finally become a reality. Only a few years late when you look at as part of a great cosmic rhythm, right?

The state of gaming panel, also featuring Paizo’s Erik Mona, IPR’s Brennan Taylor, and the multi-hatted Angus Abranson, filled the room. We covered that most perennial of topics, ways to bring new blood into the hobby. I took the contrarian position that there are still new people entering gaming the same viral way they always have. Much love was extended to the Frank Mentzer red D&D box as the sine qua non of intro products. As usual with this topic we concluded that the hobby was stubbornly refusing to enter the final death spiral we’ve been collectively predicting for ourselves throughout its approximately 40-year history.

For the final free-for-all Q&A we swapped out Angus for Gregor Hutton and tackled a fine set of mixed queries. We named the new games currently winning our attention, shared proofreading horror stories, and confessed to our cruelest moments as GMs. The question I found most thought-provoking concerned ways for stores to get the most from their Facebook fan pages. I also enjoyed Gregor’s account of the crazy Traveller game that inspired 3:16. When asked which licenses we’d most like to tackle, assuming we were somehow given them for free, I managed to speak fastest and get my dibs on Twilight. I’m waiting for your call, Stephanie Meyer.