The HeroQuest core book is an encyclopedia of unique and fascinating information. You can pick up an encyclopedia and find very interesting articles, if you know where to look, but it doesn't make a good read cover-to-cover.
Post originally by Deacon Blues at 2004-02-13 11:02:07
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I realized, not long after I submitted this review, that I got a few minor bits wrong. None of them were large enough to change my overall verdict of HeroQuest, but I want to make sure people get the right idea.
The two big ones:
(1) The character who wants to invent surfing (weary sigh) is a Teshnite, not a Grazer; see Examples.
(2) I swapped the numbers for Fumble and Critical on the results chart; see Task Resolution.
(3) I meant to say "Hero Wars" when I said "Gods War" in Examples.
Post originally by Decurio at 2004-02-13 11:32:33
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As someone who played and loved RQ (and Glorantha) for years, I wanted to know from other gamers who played RQ and have switched to HQ what the trasition was like...I'm deeply tempted to pick up HQ simply because its Glorantha (and yes, boys and girls, Glorantha is the absolute blast to play in). Any thoughts?
Post originally by Matthew Gabbert at 2004-02-13 12:08:41
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Very nice review -- good job!
I agree with many of your points. The terminology, especially in the magic section, can be quite daunting, even though (thankfully) it is used pretty consistently.
I didn't have a problem with the tone of the examples -- Glorantha has always had a silly streak to it, despite the heroic/mythological setting. I actually found it to be a rather accurate assortment of player types. The Teshnan who wants to invent surfing is typical of some of the non-game breaking oddness that many players bring to a game. I think it was there in part to illustrate the game's GMing philosophy of saying "yes, but" rather than "no" to unexpected player ideas. The origami mage also brings to mind players I've met (more often women for some reason) who will never read the rule book or study the setting and just want to play something unusual that they come up with on the fly. The Tri-Lambs were goofy (as was their guardian), but Glorantha is full of anachronistic references and bad puns. And as for Mr. Fancypants, every GM I've ever known has complained of the way players will name or rename NPCs, usually to humorous (but possibly mood-disrupting) effect.
Anyway, thanks for writing an interesting review. I may point some of my non-HeroQuest acquainted friends towards it in the hope that one of them decides to run a game.
RE: Long Time RuneQuester Seeks Fun-Loving Sedenya
Post originally by Leon Kirshtein at 2004-02-13 12:37:48
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My main problem with this system is that magic is so subjective. There are no definitions for what the spells do per se, you just make it up as you go along.
Post originally by Mark Buckley at 2004-02-13 12:44:44
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Ditto, I've read that Magic chapter several times, and I still don't understand it, there is specific terminology applied in there with no straightforward definition, at least as far as I can see.
Also agree on the examples, I found them really annoying, and no help at all for understanding the rules, which is a great shame.