![]() So instead of “Fight with Sword,” a hero might have “Flashing Blade” or “My surroundings are my weapon.” During the game, the player is free to use the abilities however he wants if his GM accepts that his suggested use is applicable. Just about anything can be described in this way and not necessarily in absolute terms, as in HeroQuest a player is encouraged to be more imaginative in terms of what his hero can do. Although numbers do play a part of this definition, they only come after the important aspects of a character, a thing, or other part of the world is described in words. ![]() HeroQuest’s primary means of approaching storytelling is changing how everything is defined. For the most part, this version of HeroQuest is divorced from Glorantha to give a generic set of rules, or as the rules state explicitly, a set of tools to tell a story. Indeed, this version of HeroQuest continues this association by including a “genre pack” for Glorantha – a genre pack being an information kit for the players about the setting or world that they will be gaming in – as an example. Laws, HeroQuest originally appeared as Hero Wars and then HeroQuest, each in their own way strongly tied to the Glorantha of the RuneQuest setting. At its heart is not the question,”Can I roleplay in this genre or setting?” Rather it is, “Can I tell a story through roleplay in this genre or setting?”ĭesigned by Robin D. Published by Moon Design Publications, its approach is anything other than traditional, for it does not approach roleplaying in any genre mechanically, but instead approaches it narratively. ![]() HeroQuest is a generic RPG with a difference. This is either by trying to cover every detail or by trying to cover everything in broad swathes the former approach often threatening to overwhelm the game in those details, whilst the latter can lose flavour as the details are glossed over. It can be set in any time, any place, and any genre, and the rules will often reflect this. The traditional generic or multi-genre RPG is an attempt to provide an all-encompassing set of rules and mechanics that allow a GM to create and run, and the players to play, a roleplaying scenario or campaign in a setting of their choice.
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