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Originally Posted by The Tweaker
I am very much of the same opinion as Andy Kitkowski: I bought Heroquest with the aim of using the rules to play in other settings - and some conversions I have seen, like the Star Wars conversion, which can be found somewhere in this forum, are great - but I still find it difficult to divorce Glorantha from the rules. So... I am also beginning to think TSOY might make a great substitute for Heroquest.
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First of all, Thanks! It's very rare that someone spells my name right on the first try.
Yeah, someone (EDIT: Not Paka, but J-Neff

) told me that Mike Holmes (the guy that runs the Indie-Netgaming group for folks who like these small press games but don't have regular groups, or can only find time for online gaming) said something to the extent of:
"If you have an old fantasy game that you'd been working on for a few years (and who doesn't, right? -Andy), pull it out, dust it off, and run it running the HeroQuest rules. You're sure to get the kind of play you wanted with it, and see it in a new light."
I totally agree here. Though, I think it applies to SOY now just as much as HeroQuest. I couldn't quite get into the swing of HQ, but SOY was blowing my mind enough with about 4 different things that I decided to polish off my 'old Fantasy World that I was planning on developing for D&D 3E way back when, some 6-8 years ago, and shelved...
Putting things in TSOY rules, which I'm doing now (the first game will be most likely in two weeks depending on weather, etc) has done the following for me:
1) Tightened the focus of the game. Forget about rewriting pages and pages of backstory or potential plot points for the "world itself" (metaplot), instead it's gotten me to focus entirely on the characters and cool interpersonal/goal-related plot points and hooks.
2) Gotten rid of the bullshit. Weapon, armor and creature lists? Pfffft, GONE.
3) Tightened the background: Now that I'm not playing with D&D Spell Laundry Lists and the like, I've been able to develop in part the magical background for the three cultures that will come into play, making it as unique as the cultures of Near, etc.
Now, mind you, I have a little bit of work to do. Howerver:
* At the start, I'm running with PreGens. There are 6 players, I'm making 9 pregen characters and letting them choose the ones they want. This lets them get right into the system (our group, as a whole, finds character generation slow and taking away from gaming, and they also love the challenge of taking a pregen with plot points and "playing the part". My group, like me, is mainly composed of theatre fags).
* I'm not developing a "sourcebook". Yet. We're gonna do this Sorcerer Pulp style: Get the minimum of setting needed to get things running and vivid, and from there come up with the rest as the game goes on. After a few weeks we'll have enough info that if one of the players wants to retire/die, they can and will be able to build a new fullscratch character with the "Andy's World Sourcebook Collection of Keys and Secrets". In other words, I'm not sitting down in front of the fire with my quill and penning all the MyWorld secrets and all into SOY rules up front. I'm just getting in enough to get a game off the ground, and pen in a secret/key or two here and there as the game goes along.
So, maybe this will help you get that game off the ground? My game is going to look like a combo Final Fantasy (with tech, etc) and Stargate, so I think tech will work, and work well, as long as your group doesn't pester you for gritty Grav-Mace Bludgeoning Effect Tables.
-Andy