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Radical Authority
04-24-2005, 04:36 PM
This is a description of a one-shot game of HeroQuest I ran for my regular D&D group. I hope this will inspire other GMs toying with the idea of running HQ, but who maybe feel intimidated by Glorantha or by the rules themselves. I went into this game with almost no prep, with players who had no knowledge of Glorantha and it went swimmingly.

I had arrived ready to play our normal D&D game and was told that the DM had just rung up and would be an hour or so late. To while away the time, two of us played Carcassonne while the other two leafed through some D20 books. When we were about a quarter of the way through the game, the DM called again to say he wouldn’t be making it after all and he’d have to bail out. The two players who had been reading D20 books looked at Carcasson unenthusiastically and we pondered what to do with the rest of the afternoon.

I suggested, out of the blue that we could play HeroQuest. There was a copy of the rules at Jon’s place (the venue), I was familiar enough with them to run it (I felt) and I’d read the first sample adventure (Pressure Front) enough times to have a general idea of what it was about. The guys agreed, so we got to work!

I asked them if, for the sake of speed, they’d like to use pre-gen characters, (I had the Heroes’ Book with me) and they said no, they’d rather generate their own. I explained that because of the nature of the adventure, it would be best if they decided to be Heortlings, but player one – who had played HQ at a convention once and read the main rules – already had an idea of what he wanted. He elected to be Black Hawk, a grazer warrior, a proficient rider and horse back fighter, with horse side kick called Red Wind. He had been travelling far and wide since leaving his clan to seek the secret of Riding the Wind.

Player two had never played HQ before but I had rambled on about it to him extensively, so he had some ideas of what he wanted to do. He decided to be Halfric, a Heortling smithy who carried a big hammer he used for work and combat (Salamander) and wore a leather apron (that counted like leather armour). We had to make a new profession – Crafter – for this guy, but he seemed happy to make it up as we went along.

Player three had virtually no knowledge of HQ. I explained the Heortlings (celtic, Viking, barbarian types) and he decided to be Gilder the hunter, follower of the Bear. He specifically said he wanted to have a bear motif, and– in a moment of inspiration – I remembered the Odayla the Bear sub-cult for bear hunters. He perused this and announced that it was exactly what he was after. Gilder’s quest is to cleave and to cleave-to the bear, to hunt the bear and to become the bear, which all fit the cult really well.

I’m sure we made a lot of mistakes in char gen and my explanations weren’t all that clear. A little preparation would have helped, but I was winging it so I did the best I could. It all made sense at the time, and everyone got a character they were happy with, so it I think it all worked out even in the end.

The adventure began with the PCs gathered around Halfric’s forge, with Halfric trading arrows for some of their furs, when the alarm was raised at the edge of the village. The players all raced over to find out what was up – raiders from the nearby Black Oak Clan had attacked the stead of Olmar Bigcheeks and were making off with bronze and cows! Every brave man in the stead strapped on his sword and ran over.

The PCs cornered some raiders and we began our first extended combat. The book said to allow for one or two raiders per PC, and then gave advice on beefing them up if they were too weak to provide a sufficient challenge. Taking the hint, I put five in and kept an eye on making them tougher, expecting to be able to teach the intricacy of the extended contest while they easily beat the raiders. Not so! The bandits slew the PCs in their tracks. I’m not sure what went wrong there – maybe we were reading the rules wrong? – but those bandits were lethal.

So, at the end of the encounter, all the PCs were down and the raiders were eventually ran off with their booty. Every one assembled at the chief’s stead to hear what he had to say about it, and the PCs did some healing while the clan circle consulted. Before a decision could be reached, the cry went out “Where’s Gulvik?” The chief’s son was missing! Before a search could be organised, a messenger arrived from the Black Oak Clan – they had Gulvick and demanded ransom.

The PCs, still feeling sheepish from their failure during the raid, stood by while the two parties negotiated the ransom – twelve cows or the equivalent in goods to be delivered by tomorrow. The chief began organising the goods, and then asked the assembled warriors who would be brave enough to take on the dangerous mission of escorting these goods back into Black Oak territory.

Halfric stood up and said that since he had performed so poorly during the raid, he would be honoured if he could be given the opportunity to redeem himself. Black Hawk stood and said he felt it was his duty as a guest to assist his host in times of crisis. Finally the taciturn Gilder stepped forward from the crowd and volunteered in a few simple words, keeping his reasons to himself.

The party set off the next morning with two horses loaded with goods and three young warriors from the village in tow, just to provide a little back up, if required. They hunted goose along the way to get fine feathers for fletching arrows, then stopped for lunch, all of which suggested to me that they weren’t perhaps keeping their minds completely on the job.

The adventure suggested a few encounters along the road, including crossing paths with a Lunar patrol, and so as they kicked over their fire and repacked their bags after their break, a young Lunar officer, accompanied by a dozen or so legionaries demanded to know what they were doing. Halfric explained that they were on a trading mission, taking goods in trade to the Black Oak clan. I arbitrarily decided to make the Lunar officer a bit of a swine, and he demanded “trade tax” of a tenth of the goods on the cart. Halfric used a few skill rolls and some convincing lines to talk him into accepting work in kind instead, and so they spent a couple of hours parked up while he fixed their pots and repaired their shoes etc etc.

Back on their way, they encountered a mysterious storm, summoned unbeknownst to them, by their next opponent. As an extended contest I asked the characters to fight against the magical storm, power 1W, three players against one storm with no bonuses or penalties for multiple opponents. One of them gets a little low but they all come out unscathed and proceed straight into the pit trap, which Gilder falls into. As He climbed out, Frithorth Wildwind and his bandits attacked. Having learned my lesson, Frithorth had just two allies, anonymous bandits.

The combat proceeded and we attempted once again to get our heads around the extended contest rules. The three PCs ended up fighting Frithorth, while the back-up warriors took on the bandits. The players really struggled against Frithorth and so we stopped halfway through the combat and talked through the rules again to be certain that we all knew what we were doing, and looked at the PCs abilities to ensure everyone was using everything they had. One thing that was noted was that two had only spent ten points on upgrading skills at char gen (of the allowed 20) and one hadn’t put any down at all. The latter (player one, who’d reads the rules, damn it!) had clean forgotten, but the others claimed to be holding them back until they needed them, as we’d sort of agreed on (and my explanations during char gen may not have been all that clear and rules understanding not all that astute).

So, I suggested that perhaps this was the time to spend them, and combat abilities were increased all round. After this they began to make progress against Frithor, whether due to the extra skill points or improvement in dice rolls I cannot say. Before long, Frithor was restrained and the warriors had taken care of the other bandits. (A quick scan of the scenario at this point revealed that I had left out a major NPC, and so he became the second defeated bandit.) While the warriors guarded the bandits, the PCs tried to tie Frithor up, but he started using his wind singing feat to try and terrify the PCs into letting him go. He failed to scare them away, but they couldn’t shut him up and so had to kill him.

They interrogated the bandits and one spilt the beans pretty quickly. He’d joined Frithor a few weeks back and had only just met the second bandit, who’d turned up full of information about the ransom. He had masterminded the plan while Frithor provided the muscle. The other bandit uses this moment to try and melt into the forest. He failed dismally and the scenario said that he’d rather die than be taken alive and so the players ended up killing him too.

It was a pretty bloody afternoon, all up. Almost remorsefully, they lettthe other bandit go when they’d gotten all the information they could from him. This turned out to be a big mistake.

They decided that there was something fishy about the whole situation but, after much discussion, elected to ride on to the Black Oak tula. At the outskirts they were met by a band of Black Oak warriors who seemed rather surprised to see them, and kept the PCs waiting while they assembled for a ceremonial greeting. Even the chief, Engthor, seemed a trifle flustered, but greeted them with great courtesy. In the chief’s stead they were able to ascertain that Gulvir – a hot-headed youth of about fifteen – was in good spirits. Gulvir, humiliated at having been kidnapped by the clan enemies swore vengance with the PCs as witnesses, but Engthor laughed the challenges off. Not unkindly, more in the way of an indulgent uncle than a sworn enemy.

As it was now quite late, Engthor invited the PCs for a feast and to stay the night and return to their own stead in the morning. The players agreed somewhat warily. While the feast was being prepared, the players attempted to gather what information they could. They all managed to learn something (from the list of clues suggested in the scenario) and pieced together that the senior members of the clan were somehow in league of the bandits. At the same time, they maintained silence over the fact they’d been attacked. When asked specifically about them they shrugged it off, saying that that yes there had been some bandits but they had let the party pass for the price of a few coppers.

Having figured all this out, the PCs didn’t really know how to proceed. A frontal assault was deemed too difficult and it was hard to see what could be gained by making accusations as they had no evidence. In the end, and after much deliberation, they decided to just not get too drunk and keep watch. Naturally they weren’t attacked in their sleep and were allowed to go on their way.

Still not satisfied, the players left Gulvir in the custody of the warriors and doubled back to snoop around the Black Oak tula some more and see what else they could find out. As they settled down to watch they sensed that there was someone crawling in the brush nearby. A few minutes later they spotted Gulvir crawling out of the scrub and heading up to the Black Oak stead with a dagger in his mouth. As Black Hawk headed out to on Red Wind to scoop the reckless youth up (which he did with ease) the three warriors stumbled on Halfric and Gilder and explain that the child gave them the sleep as soon as the PCs were out of earshot.

After this, they decided it was time to head home and leave the Black Oaks for another day. They were happy that they had returned the chief’s son, but they couldn’t kick the nagging feeling that they’ve been had by those crafty Black Oaks.

Bearing in mind that I was only very loosely prepared to run this game, I thought it went very well. The rules judgements followed general principles rather than specific directives as I didn’t really have the time to look things up. Most things could be interpreted as a marginal victory or defeat with a little thought. The players seemed to like it, and slipped easily into the idea of being Heortlings. They also accepted the appearance of the Lunar patrol, understanding the basic situation immediately.

They felt they didn’t have the skills for the job, at times, especially when they struggled in the combats. I’m not sure if they’re ratings were too low or if they didn’t have anything to add. We decided that the person with the highest skill total should go first each roun, rather than go on AP bids which struggled to keep track of a little. Additionally, they may not have expected the combat focus, although they did say afterward they felt there was plenty of non-combat investigation and figuring stuff out. I think they ended up a little disappointed that they didn’t defeat the Black Oak deception, but they killed or set free all their evidence. Everyone said they enjoyed it, however, and there is definite enthusiasm for more HeroQuest.

Cheers!
RA

Cultist of Sooty
04-24-2005, 05:42 PM
Sounds cool. It's hard to say for sure without looking at the characters why they had so much trouble with the raiders, but if you were using the stats from HQ p235, they'd probably be a good one-to-one match for non-dedicated warrirors. An equal number of Heortling warriors should be able to toast them Non-warrior types, like crafters (there's a redsmith keyword and god in Storm Tribe), tend to have fewer abilities available for augments, and not such good fighting equipment, if you're using equipment bonuses.

It sounds like it went pretty well. Are you in/around London, RA? If you fancy a shot at playing HQ yourself or your players want to try another one-shot with a more experienced HQ narrator, I'm always up for a one-off game. I could even do a non-Glorantha one if they wanted. :)

Scorpio Rising
04-24-2005, 05:45 PM
RA,

Thanks for posting this. It sounds good.

I need to go back to my HQ core and re-read the sample adventures now. You've really made me want to look at this.

Thanks again.

- Scorpio impressed.

Radical Authority
04-25-2005, 03:23 AM
Hi Guys, thanks for the comments.

I think the lack of points in combat skills hurt them in the first combat. I'd sold the game as less combat oriented than perhaps it turned out to be, and so they hadn't put as much into these skills as maybe they should have. After the "big talk" in the middle of the bandit attack, things seemed to go more smoothly for them. In this "big talk" we also skirted the bow fighting dilema - I know there's something about this on the Q&A on the Issaries site, but couldn't remember what the conclusions were, so that was left rather unresolved.

What impressed me most about the session was the ease of the system generally (bearing in mind I went in totally cold) and the way the players quickly understood the cultural milieu, even Black Hawk. I was quite pleased with my little interlude with the Lunar patrol.

Capt, I am in London and have had the good fortune to play a few games of HQ at conventions, so I wasn't totally green. If we'd known what was going to happen this session I would maybe have been in touch! Anyway, next session it's back to the Forgotten Realms. Sigh.

RA

Cultist of Sooty
04-25-2005, 04:09 AM
What impressed me most about the session was the ease of the system generally (bearing in mind I went in totally cold) and the way the players quickly understood the cultural milieu, even Black Hawk. I was quite pleased with my little interlude with the Lunar patrol.
My pet theory is that all the Lunar-Heortling stuff has tapped into our subconscious via Boudicca and, especially, Asterix. Asterix is so HeroQuest (albeit, a very light-hearted spin on what could be a really dark setting) that it's almost frightening.

Capt, I am in London and have had the good fortune to play a few games of HQ at conventions, so I wasn't totally green. If we'd known what was going to happen this session I would maybe have been in touch! Anyway, next session it's back to the Forgotten Realms. Sigh.
The offer's always there. I might have need of some "not Glorantha/HQ veteran" playtesters soonish, too.

I have got some brief notes on the Forgotten Realms for HQ knocking around... ;)

Radical Authority
04-25-2005, 04:21 AM
Asterix is so HeroQuest (albeit, a very light-hearted spin on what could be a really dark setting) that it's almost frightening.

I have also noticed this. It's very, very tempting... I wonder how long you could do it before any players twigged what was happeing.

I have got some brief notes on the Forgotten Realms for HQ knocking around... ;)

Well, hold that thought. It may happen!

RA

SteamPulp
04-25-2005, 04:29 AM
Wow RA that was very inspiring.
There is a big con in New Jersey coming up and I am hoping to catch someone running HQ so I can play it before I run.
Thank you for posting that, it gae a good feeling for a improv run that went well.

Mozart
04-25-2005, 04:31 AM
The offer's always there. I might have need of some "not Glorantha/HQ veteran" playtesters soonish, too.

If you want some playtesters with absolutely no Glorantha/HQ experience in the London area then I can probably provide a few.

screen_monkey
04-25-2005, 04:52 AM
Nice one, RA. I'm another one who is keen to run HQ for the first time. Nice writeup.

Mark Galeotti
04-25-2005, 05:29 AM
Hi RA,

Thanks for the write-up. One issue which may also help explain why your players had such a hard time of it at first is that it can take people a while to get into the whole augments/alternative abilities side of HQ -- thinking, for example, of the ways in which they can use relationships (to their clan, for example), character traits, etc to boost their raw combat ratings, or sidestepping the fight altogether by using Stern Glower to scare the enemies away or the like. I don't know if that applies in your case, but from my own experiencing running HQ games for players new to it, that is often one of the 'learning experiences' which helps unlock the potential of the system to them.

All the best

Mark

Lord Minx
04-25-2005, 05:36 AM
Nifty write-up, RA. I wonder about you using so many Extended Contests, but seems it ran well.

I´m another one of those who have an itch to try HQ one day. When i think about stuff I´d like to run (Like my religious SciFi game, or Armageddon-esque "The World is Ending" thingy.), I keep thinking "Damn, that would be so cool in HQ" or "Wow, thsi would totally make a great keyword"... :rolleyes:

Yeah, I´m strange that way. Maybe I´ll get to run something as soon as I get my HB back again.

(And even if not, I´d probably get to play with Cap. Spaulding when I visit London. :D)

M

Cultist of Sooty
04-25-2005, 05:44 AM
I have also noticed this. It's very, very tempting... I wonder how long you could do it before any players twigged what was happening.
In one of our old games, we were directly inspired by the running gag of Cacofonix being tied up in every story to stop him singing, to adopt a running gag that my trickster PC was soundly beaten in every episode on the basis that she'd probably done something to deserve it, even if the other PCs hadn't heard about it yet.

And they were right.

Well, hold that thought. It may happen!
Cool. I'll keep you and Mozart in mind. Thanks, guys.

Cultist of Sooty
04-25-2005, 05:49 AM
One issue which may also help explain why your players had such a hard time of it at first is that it can take people a while to get into the whole augments/alternative abilities side of HQ -- thinking, for example, of the ways in which they can use relationships (to their clan, for example), character traits, etc to boost their raw combat ratings, or sidestepping the fight altogether by using Stern Glower to scare the enemies away or the like. I don't know if that applies in your case, but from my own experiencing running HQ games for players new to it, that is often one of the 'learning experiences' which helps unlock the potential of the system to them.
Good point. As an odd companion to this comment, I've run HQ a few times for people who've never roleplayed at all, and none of them had this learning curve to get over. To them, it was perfectly natural to approach situations in 'unusual' ways and it really kept me on my toes as a GM. Playing HQ with complete RPG newbies is a fascinating, invigorating, enlightening and, above all, fun experience.

I think that's what really opened my eyes to the system's possibilities and made me fall in love with it.

Radical Authority
04-25-2005, 05:51 AM
One issue which may also help explain why your players had such a hard time of it at first is that it can take people a while to get into the whole augments/alternative abilities side of HQ.

Yeah, I think that was part of it. Also, because of the somewhat ramshackle beginning and lack of character sheets left them a little unsure of what it was they could do. Given more prep time, I would have explained eveything more clearly and had character sheets there. In future, I think they'll definitely get more into the swing of it.

I wonder about you using so many Extended Contests, but seems it ran well.

Apart from the two combats the (written into the scenario) the only other extended contest was resisting the magical storm. I wanted to add this to underline the fact that non-combat situations could also be dramatic in HQ. I was ready to run some diplomacy in extended mode (I did the information gathering is quick contests) but they never go that far...

Thanks for compliments guys!

RA

Angry Argrath
04-25-2005, 09:21 AM
It sounds like you did a good job.
One of the reasons I like HeroQuest is this improv thing you can do with it, such as character creation and winging scenarios.

Nice write up as well.

Voriof
04-25-2005, 09:38 AM
I have also noticed this. It's very, very tempting... I wonder how long you could do it before any players twigged what was happeing.

RA

My group didn't catch on in a year of play. Mind you, Asterix is not as commonly read in Canada as it is in Britian or France.

Nice work, btw. Good job on introducing HQ - I am firmly of the opinion that the best way to learn to play is just play rather than agonizing over the thought of playing it. ;) I think you may have been too keen to use extended contests (which is a common problem causeed by the D&D blow-by-blow mindset).

A non-combat group might have trouble with Pressure Front if they didn put any of their starting HP into combat abilities. However, the adventure has plenty of occasions for cleverness, diplomacy and skullduggery. I think High Pressure was written by one of the Rune Clique here...

Good work on the "crafter" - I really think it should have been included in HeroQuest but, frankly, the occupations kept were the ones best suited to adventurering lifestyles.

Voriof

brookmill
05-19-2005, 10:21 AM
My pet theory is that all the Lunar-Heortling stuff has tapped into our subconscious via Boudicca and, especially, Asterix. Asterix is so HeroQuest (albeit, a very light-hearted spin on what could be a really dark setting) that it's almost frightening.


The offer's always there. I might have need of some "not Glorantha/HQ veteran" playtesters soonish, too.

I have got some brief notes on the Forgotten Realms for HQ knocking around... ;)

Hi cap'n- I AM the crafter out of that game radical was talking about. It went quite well. If you could give us al an experience of expert GMing/ narrating? I'd be very keen, too. We meet up in Leytonstone but also have subterranean bases and floating islands in Shepherds Bush, Deptford and Oval.

I have run in to you on other threads- i can assure I was only PRETENDING to be opinionated and boistrous. Actaully a pretty decent sort of a chap in real life, as are the rest of the team. Apart from Radical Authority of course, there's no further use in pretending. He's the group baffoon.

Cultist of Sooty
05-19-2005, 11:05 AM
Hi cap'n- I AM the crafter out of that game radical was talking about. It went quite well. If you could give us al an experience of expert GMing/ narrating? I'd be very keen, too. We meet up in Leytonstone but also have subterranean bases and floating islands in Shepherds Bush, Deptford and Oval.

I have run in to you on other threads- i can assure I was only PRETENDING to be opinionated and boistrous. Actaully a pretty decent sort of a chap in real life, as are the rest of the team. Apart from Radical Authority of course, there's no further use in pretending. He's the group baffoon.
I'm sure that this is a trap, but I'm conveniently located in Walthamstow.

Bankuei
05-19-2005, 11:14 AM
Hi RA,

HQ can be about combat, or not about combat, or about any conflict you want- provided you make it happen. The thing is, if you wanted to have a conflict based around politics, emotion, debate, or a skill contest, magic, or whatever, you need to present that to the players. Most players are used to having very limited options in play, and not used to being proactive and trying to use alternate means. I mean, how many other games could you technically scare away raiders with a combination of Intimidation type skills, Singing, and an ounce of magic? The limits to "what skills you need" depend on player creativity and what you, as a GM will allow them to use.

For new HQ players, I always explain their options to them, even ones they may not have thought of, at least for the first session. I also point out several skills/abilities they could use to augment. And when they come up with a cool idea on their own, I usually give positive modifiers to encourage that sort of thinking.

HQ, though easy to improvise during play, still requires a little bit of prep time to build a solid skeleton upon which to improvise. That is, you want to take the character concepts, look at the characters' personality traits, relationships, and potential conflicts in the area and work them out for yourself in the form of background notes of conflicts and NPCs... and it definitely helps to have a SOLID focus conflict for everything to revolve around. Once you have that, which can take anywhere from half an hour to a few hours of prep, depending on the conflict, you can improv for several sessions easily.

An extensive example is a scenario I helped create here:
http://www.geocities.com/doctorpeace/well.html

Chris

Mike Ryan
05-19-2005, 12:04 PM
I have got some brief notes on the Forgotten Realms for HQ knocking around... ;)

Any of them in a sharable form?

Cultist of Sooty
05-19-2005, 12:09 PM
I can email them to you. They're really brief and sketchy, though, just covering the Silver Marches. The game didn't last long...

brookmill
05-19-2005, 12:09 PM
I'm sure that this is a trap, but I'm conveniently located in Walthamstow.

Brill-I'll send you a private message and maybe we al can grooooooove with this thing.

Cultist of Sooty
05-19-2005, 12:43 PM
Brill-I'll send you a private message and maybe we al can grooooooove with this thing.
Cool. :)

Radical Authority
05-20-2005, 02:42 AM
It is almost certainly a trap.

RA