From: Charles Domino (cdomino@wt.net)
Date: Fri 05 Jun 1998 - 06:35:04 EEST
This is the 3rd part of my review of the Hero Wars
system: Character Development. As before, I warn
you I am a simulationist, not a roleplayer.
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Players start the adventure with one Plot Point.
Er, anybody played Torg lately? Robin denied any
Further plot points can be earned during action
resolutions by rolling exactly the T#. A plot
point can be used to modify the sucess level of
the die roll (not the roll itself, just the
level), or it can be saved until the end of the
adventure. Plot points can be spent between
adventures to gain new abilities or enhance old
ones. It is even possible to develop a new
ability in mid-adventure, then decide later
whether to keep it, or let it become one of those
Star Trek one-in-a-million things that never
happens again (because Gene Rodenberry isn't
around to keep the script writers consistant!)
knowledge of that game and said other similar ones
were out there... I suppose a certain amount of
duplication is to be expected in games--I mean
with the exception of Amber, they all involve die
rolling! BTW, Robin and Stafford both stated
emphatically that the system would never be made
diceless, though Robin said they might remove the
resolution charts in favor of a simpler system
devised by someone at Chaosium (not specified).
Going back to the World:
Regarding the magic, the new Sorcery rules work
through packages, which include the social contest
of the school, social and political restrictions,
and affinities. Each form has it's own ritual
preparations (necessary for larger castings), and
the magic effects are scalable from individual to
army size.
The world campaign starts in 1622, just before the
Hero Wars kick off. There is no support for
different time periods, but the fan network is
encouraged to do as they will. What order the
later clusters will be printed in is still open.
Other stuff:
Greg Stafford has a real character-driven novel
set in Glorantha almost ready. Robin stated he'd
read it and "it kicks ass!"
The minitures rules/lines were shot down due to
problems on the manufacturer end--it turned out
they didn't have the capital they thought they
had. I noticed what seemed to be some in-jokes
about this. However, I played in two
player-designed minature games set in RQ (but
easily portable to other worlds): Dogs of War, and
Red Devestation, and liked both.
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End, part 3
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