Rule7 Forums
Home       Members    Calendar    Who's On
Welcome Guest ( Login | Register )
        


«««23456»»»

Heroquest LRP Expand / Collapse
Author
Message
Posted Monday, March 10, 2008 10:09 AM
Squire

SquireSquireSquireSquireSquireSquireSquireSquire

Group: Basic Members
Last Login: Yesterday @ 3:55 PM
Posts: 37, Visits: 2,191
Well I seem to be chiming in late as usual but I'm another long-time Heroquester (started when I was 13 I think when SFB came and ran an event for an "activity day" at my school) and I have say I support Erf completely in what he says, I only get a few weekends a year to get out and do my hobby which means I want to know that I will get as much out of it as I can.  For me that means Heroquest.

The plot is great, it's been going for 20 years and is internally consistent over that whole period. Which means you do meet people both players and NPC's who lend a weight of real history to every event.

The system itself appeals to be greatly.  With the current fashion in LRP for low-hits, simple combat systems I enjoy HQ because it is exactly the opposite. When fights can last upwards of 2 hours during Heroquests and other high level events you get a great sense of Epic battles that I've just never found with 3 global hits or 1 hit per location.  The game is high fantasy designed around Heros doing heroic stuff which means lots of big gnarly powers. However you don't have to worry too much about needing to work it out on the fly, that's what the player-ref is for (you need to keep a general idea mid-fight but battleboards resolve everything in the end).  Yes there is the ever present danger of power-gamers in any system so complicated (but come-one character "optimisation" is a guilty pleasure for most people harking back to the D&D days) however the system has checks and balances against that.  No-one is immune to everything no matter how hard they get, and most have a common weakness that can be exploited but the main limitation really is - no PVP!.  It's a team game where a group of heros chop up bad-guys and save the world on a semi-regular basis and it's a blast doing it.  If you have some mates with great spell or skill combinations it just gives you a better chance against the enemies arrayed against you.

I've played, monsterd and reffered HQ for 16 years now (yikes!) and will continue to do so as much as I possibly can (although life, work and the wife are starting to get in the way!) as it was my introduction to LRP and still one of the best ways I know to spend a weekend away (or a week!).

If you've never tried it I'd recommend it to anyone

Cheers

Shaun

Post #52811
Posted Monday, March 10, 2008 2:52 PM


Champion

ChampionChampionChampionChampionChampionChampionChampionChampion

Group: Basic Members
Last Login: Yesterday @ 4:57 PM
Posts: 281, Visits: 2,683
Gravesong (3/10/2008)
No-one is immune to everything no matter how hard they get, and most have a common weakness that can be exploited but the main limitation really is - no PVP!. It's a team game where a group of heros chop up bad-guys and save the world on a semi-regular basis and it's a blast doing it. If you have some mates with great spell or skill combinations it just gives you a better chance against the enemies arrayed against you.


How does that work? Is it coded into the rules or just 'frowned upon'?

PD: without portfolio
Serenity: Redshirt #2, Crew of the Qi-Lin
Almost-RL: Photographer for hire
Insurrection: Washer-up

www.disturbing.org.uk
Post #52835
Posted Monday, March 10, 2008 3:24 PM
Squire

SquireSquireSquireSquireSquireSquireSquireSquire

Group: Basic Members
Last Login: Yesterday @ 3:55 PM
Posts: 37, Visits: 2,191
It's coded into the rules basically.  There are numerous spells/invocations/skills which counter certain attacks (i.e. "Immune to Stun" or "Prot Battle Magic") but the combinations of them can't be learnt by all characters are you are limited to a certain number of guilds who only teach a specific list of skills (so one of the warrior Guilds would teach you Immune to Stun and one of the Mage guilds "prot battle magic" and then one of the Scout guilds "Throatslit").  The maximum number of guilds most characters can join is two (three in the case of scouts using a special skill only available to them).  Combinations of the guilds help you to tailor the specific skills you want and therefore often highlights your weaknesses:

i.e. -

An Elven Warrior might want to join the Crusaders (a warrior guild) to learn some fancy sword attacks (disarm and stun) which will also let him learn armour masteries making him physically tougher.  He then might choose to join the "Grey School of Magic" which teaches metal based combat magic which lets him enhance his physical skills (Strength, stronger blows) and also allow him to cast a high level spell making him immune to lower level spells. 

So you end up with a warrior very good against physical and magical beasties.  However if a creature based on Power (Gribbly Undead are the classic example) happens to catch him the dark he'll be in trouble and he has no specific offensive or defensive capability against power.

Basically it's all down to how you spend a) your points (earnt off each adventure) and b) your status (a measure of your social standing in the towers used to learn spells and skillsm limited to the guilds you join).  As no-one has unlimited amounts of anything there will always be some area that a character hasn't developed into very far.  Couple this with the vast array of spells, invocations and skills mean that you can usually find something in the bag to sort anyone out if you need to.  There are also some restrictions (although not many) on the guild combinations you can join.  You are not allowed (for example) to join both the Druids sect and the Necromancers sect, nor are you allowed to simultaneously be a Raving Barbarian warrior who happens to spend time contemplating inner mysteries in the Monastary.

In terms of "Monsters" or NPCs (which often do not use the standard player rules for simplicities sake, although major NPCs are often pointed up as characters of the appropriate level to check the reasonableness of their skill selections) the referee responsible for the event will usually sit down with SFB to go through the his or her plans and at that point anything unreasonable will usually get resolved before it rampages through the party murdering them all out of hand.  Of course it might not seem like that on a cold wet field when you are trying to work out what you havn't tried but I can safely say that I have never met anything on a Heroquest event that was immune to everything.

Just in case that didn't cover it.  In terms of the no PvP aspect of the game that is handled IC by the fact that every player is from the Valley and it's against the Law, any transgressions punished appropriately and OOC by convention and mutual agreement (and by SFB telling you to play nice!).  It works within the setting again because it is all about Heros and Heros don't stab their mates in the back, might not suit everyone but what does?

Shaun.

Post #52841
Posted Monday, March 10, 2008 8:01 PM


Champion

ChampionChampionChampionChampionChampionChampionChampionChampion

Group: Basic Members
Last Login: Yesterday @ 4:57 PM
Posts: 281, Visits: 2,683
Gravesong (3/10/2008)
Just in case that didn't cover it. In terms of the no PvP aspect of the game that is handled IC by the fact that every player is from the Valley and it's against the Law, any transgressions punished appropriately and OOC by convention and mutual agreement (and by SFB telling you to play nice!). It works within the setting again because it is all about Heros and Heros don't stab their mates in the back, might not suit everyone but what does?


The text I snipped didn't answer the PvP question, but was an interesting insight into the game. "OOC by convention and mutual agreement (and by SFB telling you to play nice!)" does seem an interesting way to manage PvP but I guess it's clear what kind of game it is from the title and the overall feel.

PD: without portfolio
Serenity: Redshirt #2, Crew of the Qi-Lin
Almost-RL: Photographer for hire
Insurrection: Washer-up

www.disturbing.org.uk
Post #52866
Posted Thursday, March 13, 2008 5:47 PM


Heroic Knight

Heroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic Knight

Group: Basic Members
Last Login: Today @ 6:39 AM
Posts: 217, Visits: 567
Ever since I stopped working for Labyrinthe, way back in 1986, I decided I wanted to run events where the players could trust each other and work together as a team. Therefore ever since Heroquest started (hard to believe thats 22 years ago now!) we have had a rule that says you cannot harm or steal from another character by action or inaction. This is an in character rule which has a very realistic and believable campaign reason for being in place. However just in case anyone has any doubt I make it clear right from the first time you come to Heroquest that we will not allow it out of character either.

There are many reasons for this and here are just a few -

The longer a character stays alive the more history and richer background they develop.

If players know their character will have longevity they will put more effort into a decent costume.

The adventures we run are hard, the monsters are dangerous and plentiful and the plots involved often with twists. The players are hard put to complete and survive these as a team, if they had to worry about being stabbed in the back by fellow adventurers.

Its just too easy to kill other players and whilst some people might enjoy this the person who is killed most often doesn't. If you get your kicks out of killing other peoples characters and ruining their fun then dont come to Heroquest.

All booty treasure etc that comes of events is shared fairly between all players. Plus everyone gets money which they can use to buy items.

The Heroquest website was designed by the players for the players. It is not currently a marketing tool and new players to HQ sometimes are put of by the 1000 pages of information, rules, campaign etc that are there. We will changing this soon to easily enable non heroquesters to see what it is we do and we people have been coming back for over 20 years.

Hope that answers your question

Mark Roberts (SFB)

http://www.heroquest-larp.co.uk/index.htm

Post #53109
Posted Friday, March 14, 2008 1:36 PM
Squire

SquireSquireSquireSquireSquireSquireSquireSquire

Group: Basic Members
Last Login: Friday, October 10, 2008 11:54 PM
Posts: 37, Visits: 104
Just want to tack onto this thread -

I've been part of Heroquest for 6 years now!

I play and crew events and really enjoy myself! I've played other systems and after the long battles and moshes of the HQ fights - I feel left wanting more in the lower hit systems.

Its taken me a while to grasp the rules ( though I am no rules wiz) but the refs and other players are really helpful. The events are full of intrigue, plot and have 20+ years of history which is a fantastic resource. As the adventerours go out they write up tales of thier journeys and they are kept inn a library - so if a faction of a legion arrive and talk to you - you are able to research into it further and find out snipets of information for your characterto arm themselves with for the next event.

I enjoy the fact that you are 'time in' from Friday evening with only short break for battle boards ( also gives the monsters chance to get set up for the next encounter!) the adventure leads on into the night where the darkness hides your enemies ( and I often sit with the little red mage on guard duty getting worked up about the noises in the wood). The role playing is of a high standard with all players and monsters - they are fully briefed when monstering to make sure the monsters know what theyre doing it also give opportunity for the monster to put their own twist on the NPC and makes it more real.

I'm also signed up for the Herofest - looking at setting up a Dymwan faction ( naughty Necromancers muhaha) so I'm looking for people who like to be a little bit evil and like having an air of mystery about their characters.

If you want info PM me or email  SFB and he can pass on my email

Meda Spirit Talker of the ...... Tribe

"Guns don't kill people poisons do"

Post #53166
Posted Friday, March 14, 2008 6:34 PM


Overlord

OverlordOverlordOverlordOverlordOverlordOverlordOverlordOverlord

Group: Administrators
Last Login: Yesterday @ 8:57 PM
Posts: 1,595, Visits: 4,258
It does raise the question, how will a faction based system work if no-one is allowed to attack each other?

With the greatest respect to your game Mark (and lets face it, it deserves that respect entirely), the premise you describe is absolutely the opposite of the game I tend to play, write and/or the live roleplaying that I enjoy.

I can see your reasons - in that you see the players as Heroes and the format an adventure - hence - "Heroquest", but many games work on the premise of neither being integral and people still have a great time.

If the answer to the question at the top is better to be on the Herofest thread, I'll ask it there, depends on what you'd prefer. 


Post #53219
Posted Friday, March 14, 2008 10:35 PM


Wag

WagWagWagWagWagWagWagWag

Group: Basic Members
Last Login: Friday, November 21, 2008 7:33 PM
Posts: 1,456, Visits: 2,020
Allen Stroud (3/14/2008)
It does raise the question, how will a faction based system work if no-one is allowed to attack each other?

I'm fascinated to see. I've always felt that PvP doesn't tend to work very well with 10 people linears but works just dandy with hundreds whereas PvM works just great with 10 people linears but is awful with 200+. I seriously doubt I can spare the time off work to go, but if I can I intend to get along just to see if Mark can make it work at that scale and if so how. It's the how that interests me more than anything. Delivering an interesting event to hundreds of people is very difficult if your primary vehicle is crew rather than other players. If Mark really does have solutions to scale up the kind of events he's run successfully for years for small numbers to the big scale then I'd love to see them. You *can* teach an old dog new tricks... It's just got to want to learn.

I can see your reasons - in that you see the players asHeroes and theformat an adventure-hence - "Heroquest", but many games work on the premise of neither being integral andpeople still have a great time.

I hate playing heroes. Apart from the fact I always die within the first 24 hours, I'm only really happy when I'm committing some sort of atrocity.



History is an important source for LRP. Along with other works of fiction.
Post #53242