Monday, November 27, 2023

Quick Hero Questing Rules for Rune Quest Glorantha

My campaign came to a point in which the PCs went on a hero quest, so I needed hero questing rules. Since there aren’t any rules for hero quests, I had to make my own.

The rules I made are inspired by and really copy a lot from Simon Phipp. If you haven’t already, you should check out his take from here:

https://www.soltakss.com/indexheroquesting.html#HeroQuesting

I have partaken in many discussions dealing with hero questing in discord and elsewhere. Therefore it is safe to assume that what was not inspired/copied from Simon’s page was rooted to my brain from those discussions and ended up here.

In short, I claim no intellectual ownership to any of this. I just think it would be useful to try and write a clear set of rules you can use for hero questing.

Basics

Hit Points

During a Hero Quest, your "Hit Points" are a combination of your Magic Points, Rune Points, Heropoints (explained later), and any additional points provided by community support rituals.

Community suppor rituals

When a hero quest starts with a huge ritual set up by the questers community, the questers should get boons from it. I have given them extra magic points (5-15) to represent this. (It could be good to come up with something more creative too, like a one use item they can use to bypass a known station maybe?)

No Magic Use

During a Hero Quest, you are unable to use any form of magic, including Rune Magic, Spirit Magic, or Sorcery.

Metaphysical Equipment

You won't have your physical gear during a Hero Quest. Instead, you possess what your 'metaphysical concept' would have. Likely this means that you look like what ever deity or hero you embody in the myth or you might look like yourself wearing what you would wear and carrying what you would carry, but since actions on the hero quests are handled differently your gear are important only in the sense of how they affect the story and how the PC's narrate their actions.

Structure of a Hero Quest

Stations

Hero Quests consist of "stations", or parts of a myth. Each station presents a challenge that has a standard resolution according to the myth. I won't go in more detail on the stations. You should really look at Simon Phipp's page if you do not yet understand the concept.

Resolution

To resolve a station, describe your actions and roll against a suitable Rune. The station also rolls (story opposes the questers effort to overcome the challenge), providing opposition strength based on the Quest's difficulty. This conflict is handled like spirit combat, but uses Runes instead of the spirit combat skill. Deplete the station's magic points to win. Some stations may be overcome with a simple success. If the station wins a round, the heroquester takes damage to their ‘hitpoints’, which can not be replenished during a quest. I have run this so that every quester has to combat the station taking turns and the station strikes back at each quester in turn. This means that every quester has to face each station which makes hero questing in general more difficult.

Path Deviation

If you deviate significantly from the myth's resolution, your actions could lead you into a different myth, changing the course of the quest. For the hero quest I created, I made up a couple of dangerous encounters for if the PCs decide to wander off from the relatively safe path of the known myth.

Failure

If a questers hit points are gone, they will fail their quest. Usually this means being dumbed out of the hero plane with some kind of negative effect. I haven’t drafted comprehensive rules for these, but in general each quest should have some stakes and if you lose, you lose what you bid. For example in my Money Tree quest the victory condition meant +25% to Apple Lane's prosperity roll for the next year. A failure of a PC would have meant -50% to that persons roll and if the whole quest would have failed, the whole community would have suffered that. Other quests should have other rewards and costs.

Other stuff

Each quest has a myth it is based on. If the hero quester handles the challenges of the stations according to myth (using their knowledge of it), the opposition should be weaker, or the quester should be granted bonuses to their rune.

For example, a station might be a challenge in which the questers have to fight a spider of darkness. The station has a darkness rune 75% and 25 hit points. In the myth the hero defeated the spider by cutting its web with the sword Death. Hence if a quester attacks it with death rune and describes their actions accordingly, they get +25% to their rune for this challenge.

In this challenge it would be practical to use runes to fight the creature, but someone might as well use illusion rune to misdirect the spider, harmony to talk to it or movement to escape it. Runes and methods which are far off the myth can work, but they should be penalized with negative modifiers. When creating a hero quest adventure with these rules, it would be advisable to consider different runes and how well they work on each station.

Players will probably want to use their strongest runes for every situation, but to be a successful hero quester, you need to have skill in different runes and know your myths. People with maxed 1 or 2 runes and no knowledge will end up badly on the hero plane. 

Rewards and Consequences

Skills & Items

Successfully resolving a station can result in an automatic increase in a related skill, an item brought back from the Hero Plane, or a trick that you can repeat in the Middle World. I have given standard experience marks to the runes when they are used on the quests and another ‘special’ experience marks to a skill which corresponds to the action the quester is acting out. For instance in the combat example with the spider above, the quester striking with the sword death, would get a standard experience mark on their death rune and a special mark on their sword attack skill if they attack successfully.

The Special marks are special in that they will always grant the PC d6% in the skill. This means that doing a lot of hero questing will eventually raise your skills to superhuman levels.

Artifacts

Some quests could let you bring back artifacts from the hero plane. I haven’t created any quests which would allow this so I can’t give examples, but it’s worth mentioning anyway. Supposedly any items brought back would be powerful magic items. If you make quests that allow bringing artifacts, you should consider additional price for these. For example “The Sword Death”, could be a (Humakti) sword which does double damage, but to gain it, the quester would have to take 3 geases from the Humakti list of geases.

Hero Points

To gain the ability to repeat a trick you pulled off in your quest in the Middle World, you need to sacrifice 1 POW to your hero point pool after the quest. To be able to do this, you have to do something special on the quest as well. This is so because the hero point represents the quester making a mark on the hero plane and in a sense creating something that will make them part of the myth.

In play hero points are handled like rune points. They can be used to cast your character’s rune spells or the special hero tricks (which work like rune spells). They also give your hero more hit points on hero quests and when making divine interventions, you can use them like rune points.

To refresh the Hero Point pool, you require worshippers to sacrifice magic points to your myth in a worhip ceremony, effectively making you a demigod or a hero in Glorantha. These worshippers are re-enacting your actions on the hero plane and enhancing your presence in the myths, which replenishes your power.

In our game an issaries PC used harmony rune to talk to a bear that attacked the camp (clever use of harmony rune). He then got a possibility to sacrifice for 1 hero point, which would have allowed him to talk to animals in the middle world as well and make them do their bidding.

Community Boons

Successfully completing the quest often yields rewards not just for you, but also beneficial effects for your community. A +25% to harvest rolls is a good start. A lot of twins being born the next year could be a good idea. Maybe everyone could be naming those twins after the Questing PCs.

Finally

I do have one hero quest drafted as a GM memo, which I thought I could maybe pen down here. It’s the old money tree adventure with the original adventure played by me and my chums decades ago written as the myth. I’ll try to find time to write it down here or make a Jonstowm Compendium book from it.

And that’s it. That’s the structure of my hero questing rules. I would love to hear what you think and if you have good suggestions, please share them?


Tuesday, July 25, 2023

 Man O' War & Musings of Galley Warfare for RuneQuest?

Recently, a friend and I played a couple of games of Games Workshop's classic miniature wargame, Man O' War. I had never before had the chance to play this game. Yet, after finally giving it a shot, I found the mechanics genuinely enjoyable, particularly how effectively it simulates galley warfare.

Man O' War is a miniature wargame created by Games Workshop. Based in the Warhammer Fantasy’s Old World, the game is centred around naval warfare where players command fleets of ships in strategic battles. The system is straightforward and easy to play, and I think it would be accessible for newcomers and it was a blast for a veteran like myself.

The cover of the old Man O' War box.

What I loved about Man O' War was its directness: you get right into the thick of the action and the choices you make are not minutiae of geometry, but fun and fast stuff. I think Manowar’s blend of tactical nuance and brutal simplicity captures the essence of naval warfare. Also, it is a game where the player is presented with interesting choices, which’s consequences make the narrative of the game.

Our fleets face off around and archipelago. Behind the ship cards and piles of different kinds of chits and markers, which GW loves to include in their games.

Close up of the ships beautifully painted by my friend.

The Man O'War box comes with a stack of cardboard terrain, with islands, forts, coast and more.

It got me thinking – could something like this be incorporated into our RuneQuest campaign? This might take some time, considering our campaign is currently focused on Sartar, hundreds of kilometres away from the coastline. Having Rune Quest characters on a bronze age galleys and incorporating galley warfare with the unique abilities of them feels like something intriquing and original.

Nevertheless, I've been on the fence about whether to buy or perhaps print some ancient galleys. I’d also have to find a good set of rules to govern their use in the game. Manowar, even though it was a good game, would not likely do, or would it? Creating Manowar style cards for Gloranthan ships would maybe not be too difficult and the rules of the game are simple enough. 

I’m envisioning a scenario in which the PC’s are on a merchant ship when wolf pirates launch a surprise attack. Something like that would be a perfect excuse to play with ship miniatures in our campaign.

In the end, Man O' War offered a great gaming experience and sparked some interesting thoughts for our ongoing campaign. Whether it ends up sailing into our RuneQuest game or not, I am certainly glad I finally got to try this classic gem.

P.S. If you want to check out amazing miniatures by my friend he has an instagram account here

Wednesday, June 28, 2023

An Exercise in Active NPC Design

In the last post, I shared a fresh strategy on crafting engaging and memorable non-player characters (NPCs). I put thought it might be a good idea to make a sample NPC with the technique. Meet Cormac Askisson, a simple Sartarite farmer from Apple Lane, the PCs' home village. Cormac Askisson is not a central figure in our grand narrative but offers meaningful side interactions that help enrich our gaming world.

  • NPC Activation - Goals: Cormac's primary concerns lie close to home. His main objective is to protect his livelihood. Recent capricious weather has wreaked havoc on his crops, and he wants to find ways to safeguard his farm against future climatic disruptions. He may specifically approach the PCs for a magical blessing or ritual to tame the weather or to seek their thoughts and discussion on the weather patterns (This could be a good idea for a random encounter at the local inn for a casual conversation). Cormac is also concerned about his daughter's impending marriage. He wants to ensure she marries into a good family and could use the PCs' broader connections to reach out to suitable households.
  • Quirks: Cormac is somewhat superstitious, often looking to nature for signs and omens. He also has a hobby of whittling small wooden figurines, a skill passed down through generations in his family.
  • Activation Methods - Strategy: To protect his farm, Cormac might seek the PCs' magical aid or their insights on weather patterns. Regarding his daughter's marriage, he may request their help in reaching out to potential suitors' families.
  • Resources: Cormac's extensive knowledge about local history and his connections within the community can be of value to the PCs. He also has a hidden stash of premium apple cider that he could share in gratitude for their help.
  • Backstory: Cormac, a lifelong resident of Apple Lane, has inherited his farm from his father. He's a widower with a single daughter, who is his world. 

By ensuring that Cormac has specific, concrete goals in his interactions with the PCs, he should have a sense of agency and make these interactions more meaningful and memorable. I hope this allows me to paint Cormac not just as an NPC but as a living, breathing part of the world we're building together.

Thursday, June 22, 2023

 Breathing Life into NPCs

It's a common conundrum for many of us Game Masters – how do we make our non-player characters (NPCs) truly memorable and engaging? Recently, I've found myself grappling with this very challenge. In my efforts to bring my NPCs to life, I realized there's a vital gap in the way I portray these characters to my players.

As a GM, I spend a considerable amount of time developing my NPCs. I know their quirks, their ambitions, their fears. To me, they're multidimensional beings with rich narratives. But I came to understand that my players don't necessarily see the NPCs as I do. They haven't been privy to the hours I spent shaping these characters, and thus, they often miss the cues that make these NPCs real and compelling. Consequently, it seems as though my players become passive, uncertain about how to interact with these characters.

Recognizing this gap was the first step in addressing it. I have resolved to refine my approach to NPC creation and portrayal, with the aim to make them more approachable and interactive for my players. This led me to devise a new method for breathing life into NPCs. This method focuses not only on who the NPCs are but also on what they want and how they plan to get it. It also takes into account the NPC's relationship with the player characters.

Below, I've listed the key factors to consider while creating and running NPCs:

  • NPC Activation - Goals: This is your foremost consideration. Define what the NPC wants from the PCs or from the world. The strength of their desire can determine their level of initiative and engagement.
  • Quirks: These are unique traits or behaviors that make the NPC memorable and distinct.
  • Activation Methods - Strategy: Specify the strategies or tactics the NPC will use to achieve their goals. This not only determines their actions but makes them more dynamic.
  • Resources: Detail what the NPC possesses that the PCs might want. This can often be linked to the NPC's goals.
  • Backstory: Share the NPC's history and how it ties into the main plot or a PC's personal story. Their backstory could be the source of their goals.
  • Emotional Connections: Outline the relationships between the NPC and PCs, such as family ties, friendships, rivalries, or mentorships. Emotional connections can further drive the NPC's goals.
  • Conflict: Document any internal or external conflicts involving the NPC that can create dynamic interactions and plot developments. These conflicts often arise from challenged goals.
  • Recurrence: Plan for the NPC to reappear throughout the campaign, which can foster continuity and deepen engagement. Consistently returning to their goals will maintain the NPC's proactive behavior.

By emphasizing goals and calling this element "activation", we remind ourselves to keep the NPCs active and engaged in pursuing their objectives. I hope this strategy will help me in my quest to create truly engaging NPCs, and if you're struggling with the same issues, as I am, I hope it will do the same for you. Let's keep breathing life into our stories, one character at a time.



Tuesday, June 20, 2023

Merging Combat and Chase Rules in Rune Quest Glorantha

We just had an electrifying game session with the 'Rainbow Mounds' scenario from the RuneQuest (RQ) Starter Set. After a thought-provoking discussion on Chaosium's Discord server, I decided to test merging the combat and chase rules, which added unexpected twists to the story.

The chase rules I'm referring here are on pg.151-153 of the Rune Quest Glorantha rulebook if you want to check them out. There's also a thorough example of of the chase rules in action on Runeblogger's forum here.

Anyway...

Our party had embarked on a mission to find Ma Rotroot's sons who had ventured into the caves in search of Eurmal Crumbs. The Rotroot boys had been sent on this mission by an outlander, a sorcerer named Urvantan, who was chilling in the Tin Inn and waiting his shroom delivery. 

Inside the caves things quickly escalated as the party encountered some trollkins and inadvertently invoked the wrath of their mother. The party's shaman cast 'demoralize' on the enraged troll mama. Rather than fighting, she fled deeper into the caves with the remaining trollkins, sparking off a thrilling chase sequence.

There are two kinds of players of rpg's. Those who'll eat Eurmal Grumbs and those who won't :D

For the chase, I adjudged the initial distance as 'close' due to the limited visibility and challenging terrain. Because of the trolls’ home advantage, the PCs had a -20% to their opposed DEX rolls. Each chase round equated to two melee rounds which was crucial considering the 'demoralize' spell's duration of ten melee rounds.

The chase sequence was high-stakes, with the PCs slowly closing the gap on the trailing trollkin, managing to eliminate one in the process. Keeping track of everyone's position and setting the scene for mama troll's ambush after shaking off 'demoralize' was straightforward.

The versatility of RuneQuest Glorantha's chase rules was recently discussed on the Chaosium Discord server. Besides chases, these adaptable rules can also be used for different skirmish scenarios. If you're unfamiliar with them, I strongly encourage giving them a try.

The melee rules from the RQG Player’s Guide, though occasionally perplexing, made running the melee smoother once I separated the movement of unengaged combatants from the actual combat round.

The only hiccup, in my opinion, lies with the movement rules in RQG compared to the older RQ3 version. While the measurement in meters/strike rank from RQ3 seemed more logical, the speed measurements in RQG rules seem somewhat off. Specifically, the pace of 'fast' things, like a galloping horse, appears drastically undershot.

I'm still debating whether to address this speed discrepancy; unless future games involve a lot of skirmish situations, it might not be worth the fuss. I guess adapting RQ3 movement to RQG would be easy enough to do, but we'll see.

As for the troll mama? She put up a good fight, but the PCs eventually triumphed. They concluded that the boys they had set out to find had most likely become troll food. After some rather eventful shroom harvesting (and a near-death experience), they returned to the sorcerer. In a twist of irony, the boys had been too scared to venture past the cave’s rock lizards and were hiding all along, waiting for the sorcerer to leave.

Friday, June 16, 2023

Rune Quest <3

Well, it's been half a decade since I last put thoughts into this blog. Quite a strange realization, truth be told.

These past couple of years, my focus has shifted to role-playing games (RPGs), a different yet complementary interest. The game that we’ve mostly played is definitely RuneQuest: Glorantha. My relationship with Glorantha was on pause for almost two decades, following the release of the Hero Quest rules in the early 2000s. It just didn't resonate with me. However, a couple of years ago, the new RQruleset rekindled my interest. It felt like the RQ of olden times - I was hooked again and have been ever since.

The art of the Rune Quest Glorantha line is amazing. This one is by a Finnish artist Ossi Hiekkala. The critter in the image is a Krashtkid, a chaos monster unique to Glorantha.

I mostly GMed using published material from Chaosium and Jonstown Compendium, a program which allows fans to contribute to RuneQuest. Our campaign, like many others, I imagine, unfolds in the Apple Lane area during the RQG official time from 1625 onwards. It’s been a 1-2/month game and we’re currently in the fire season of 1626.

A particular highlight of the campaign was the Battle of Dangerford, for which I crafted a scenario drawing inspiration from The Eleven Lights, Pendragon Battle Rules, and a great post by Jeff Richards on the BRP forumsOh and almost forgot the invaluable aid of The wonderful Armies and Enemies of Dragon Pass book, by Martin Helsdon, which I heartily recommend. It was invaluable in creating the 'character' of the various formations the PCs had to fight against.

The Armies and Enemies of Dragon Pass cover by Mark Smylie is one of my favourites in the Jonstown Compendium catalogue. I think that's Jar Eel and if you think about it she has quite a lot of common with Artesia!


I framed the scene with my AD43 Roman and Ancient Britons armies, but the scenario itself was from the point of view of the rank and file and PCs did not make choices on troop movements, for instance.

The scenario revolved around the Wilmskirk militia holding the Isle Dangerous against sequential charges by The Antelope Lancers, The Bell Temple, and The Char Un and it ended in a dramatic rout. My planning and notes for this scenario have joined a growing pile of files in my campaign folders.

That's the setup for the Battle of Dangerford. The few skirmisher units in the river already are the Duckpoint elite Company of the Quacken.


I imagine all GMs have these ‘note files’ and I imagine many more have toyed with the idea of getting them out to the world. This spring I finally pushed one of the stories up to a finished manuscript and with the help of the amazing Ludovic Chabant, who did most of the art for the book, we published ’Veins of Discord’ in Jonstown Compendium.

The cover for Veins of Discord by Ludovic Chabant. It captures a pivotal moment with a dwarf unearthing a discovery that will invariably set the stage for a cascade of tumultuous events. I felt like a lottery winner when he first showed it to me.


‘Veins of Discord’ deals with Elves and Dwarves and drags the PCs into their conflict. The hardest part for me was trying to make the manuscript comprehensive and ready to run but in a non-constrictive way. I aimed at an adventure with genuine player choice and consequence. If you get it and play through it, I’d love to hear how it went for your party!

Until next time!

P.S. Chaosium has a very nice 'choose your own path' version for the battle of dangerford on their website, which is a pretty ok substitute of having experienced the real deal at my table ;)