Was just wondering about this, it seems on first thoughts that HQ would be a good system for the DE.
Not quite sure how the magic would work, that might need a bit of shoehorning to get the "fire and forget" effect rather than the Gloranthan "continuous reusability", but otherwise I think the rest might work rather well, the DE abilities would probably just convert straight over to HQ abilities.
Has anyone done anything along these lines?
Mark
__________________
In the beginning, there was (){}
Are you interested in maintaining the theme that all endeavor is subject to fickle chance, and that competence gains you nothing? Because that's a pretty strong theme in Dying Earth. It's enforced by the system, which ensures that no matter how "good" you are at something, you have a 1 in 6 chance of catastrophic failure <i>every time you roll</i>.
If so, consider whether HeroQuest can effectively convey this theme.
If not, and you're just using the Dying Earth for a fantasy setting, then I imagine just about any fantasy rule set would do the trick.
I think it would be a nce fit. I have a copy of both games, though I wouldn't say I know enough about the Dying Earth setting to make a good stab at conversion.
If you want to maintain a high probability of catastrophic failure, you could always ban using hero points to bump rolls, and maybe even institute a version of the (now defunct) rules for berserkers from Hero Wars - you must always bid at least 25% of your AP total in an extended contest.
For real evil fun, you could rule that you must always bid at least 25% of your current or *starting* AP total, whichever is higher. That would set the cat among the pigeons...
__________________
Britpack Minister for Prison Speak
Originally posted by Captain Spaulding
If you want to maintain a high probability of catastrophic failure, you could always ban using hero points to bump rolls...
Or - perhaps better - use Hero Points to Bump the opposing roll DOWN. And make sure that either NPCs or the GM have a ready supply of Hero Points to use in retaliation.
Using Hero Points for Plot Twists, as suggested in a recent post to one of the Hero Wars groups might work well, too - again with players and the GM having the same option.
Originally posted by PaulK Or - perhaps better - use Hero Points to Bump the opposing roll DOWN. And make sure that either NPCs or the GM have a ready supply of Hero Points to use in retaliation.
Presumably without first having to go to a critical success yourself? Only 1 bump down at a time, or can you spend any amount to "debump" you opponent?. Hm, good idea, might try this.
Quote:
Using Hero Points for Plot Twists, as suggested in a recent post to one of the Hero Wars groups might work well, too - again with players and the GM having the same option.
Quick precis?
cheers,
Mark
__________________
In the beginning, there was (){}
Originally posted by gentrification Are you interested in maintaining the theme that all endeavor is subject to fickle chance, and that competence gains you nothing? Because that's a pretty strong theme in Dying Earth. It's enforced by the system, which ensures that no matter how "good" you are at something, you have a 1 in 6 chance of catastrophic failure <i>every time you roll</i>.
That's true, but the current DE rules do let you spend points to avoid a catastrophic failure - the original rules didn't (I think that is a recommended option in the rules). The opponent's use of Hero Points to "debump" might have a similar effect though.
cheers,
Mark
__________________
In the beginning, there was (){}
Originally posted by Captain Spaulding If you want to maintain a high probability of catastrophic failure, you could always ban using hero points to bump rolls, and maybe even institute a version of the (now defunct) rules for berserkers from Hero Wars - you must always bid at least 25% of your AP total in an extended contest.
I do have a copy of HW, must dig it out and look this rule up...
Quote:
For real evil fun, you could rule that you must always bid at least 25% of your current or *starting* AP total, whichever is higher. That would set the cat among the pigeons...
Very nasty - I like it! Combined with the fact that the players could use their "Cunning Persuasion" abilities on each other, such that if you are persuaded, you should go along with it in the spirit of the game, it could work well.
cheers,
Mark
__________________
In the beginning, there was (){}
Originally posted by d(sqrt(-1)) That's true, but the current DE rules do let you spend points to avoid a catastrophic failure - the original rules didn't (I think that is a recommended option in the rules). The opponent's use of Hero Points to "debump" might have a similar effect though.
Matter of degrees. Burning half your pool just for a chance to roll again can still be catastrophic.
Originally posted by d(sqrt(-1)) Not quite sure how the magic would work, that might need a bit of shoehorning to get the "fire and forget" effect rather than the Gloranthan "continuous reusability
It's worth remembering that not all magic is "fire and forget"--only what the DERPG calls Cugel- and Turjan-level. The Rhialto-level magic of Archmages is cast by sandestins at the magician's behest. HeroQuest's Relationship rules might provide some means of representing that.
That said, I'd agree with Gentrification that the Dying Earth is not at all a setting for HQ-style heroes.
Originally posted by gentrification Matter of degrees. Burning half your pool just for a chance to roll again can still be catastrophic.
This is true! Given that much of what happens in HQ is in the description, I think it might not be too much of a problem though, after all, someone is still going to lose a contest, so you might as well make the outcome amusing. Maybe the winner gets to describe the defeat that the loser experiences (within some limits, of course)?
cheers,
Mark
__________________
In the beginning, there was (){}