Heroquests, etc.

From: R1VOLZ@VAXC.STEVENS-TECH.EDU
Date: Thu 02 Dec 1993 - 15:40:40 EET



G. Fried writes:

>The immediate plot background ... (huge convoluted plot buildup deleted)...
I love this buildup. Well constructed!

>What kind of reward could the ritual opponent in such a HQ earn?
In CoP there is an description of a combat where a Yelmalio priest attempted to reenact a situation from the GodTime so that he could remain married to his wife. It seems that the victors were entitled to his property and their lives. In an analogous event truly taking place in the GodTime, I would guess that the victors would be allowed their lives and freedom, as well as some spiritual power (like a one-use divine spell or temporary ability) related to the powers of the being defeated. Thus, gods get aspects of power normally associated with the vanquished (Zorak Zoran's use of fire, gained when he defeated Yelmalio, etc.), heros get abilities that they can use in their schemes, etc. I would say you should give the players some power related to the troll shaman's strength, such as one of his spells, one of his spirits, or even a one-use fetch (thus allowing them to become involved with another GodTime/Hero Plane plot). I would hesitate to give them something permanent, but then most of the gamers here would abuse any such reward. You know your own players best.

By the way, can anybody tell me where I can find a write-up of the Yelorna cult? Any references to it in the Sun County book are extremely vague. Thanks.

                                                Roland

+----------------------------------+-------------------------------------------+
|  Roland Volz                     | "I'm here to kick ass and chew bubblegum  |
|   R1VOLZ@SITVXA.STEVENS-TECH.EDU |     ... and I am all out of bubblegum."   |
+----------------------------------+-------------------------------------------+

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