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Heroquest Roleplaying in Glorantha
 
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Heroquest Roleplaying in Glorantha [Paperback]

Laws Stafford , Various
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback: 256 pages
  • Publisher: Chaosium Inc; illustrated edition edition (5 Mar 2007)
  • Language English
  • ISBN-10: 192905212X
  • ISBN-13: 978-1929052127
  • Product Dimensions: 27.4 x 21.4 x 1.6 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 2,452,455 in Books (See Top 100 in Books)

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Customer Reviews

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Most Helpful Customer Reviews
10 of 11 people found the following review helpful
HeroQuest was first announced as an expansion on the then
acclaimed RuneQuest RPG, a highly detailed simulationist
role-playing game centered around Greg Stafford's fantasy
world of Glorantha.

The Glorantha game setting has always stressed the importance of
the mythological connection - heroes follow and emulate their
gods, acquiring greater affinity with the gods and their powers.
HeroQuest reinforces the links between heroes, the gods and their
community.

Any roleplaying game deals with conflict resolution, typically
using tables and dice to resolve most conflicts. HeroQuest has a
single universal mechanism, which scales very well, as it takes
into account different levels of Mastery. A die roll can result
in a Critical, Success, Tie, Failure, or a Fumble, each with
corresponding impact on the player characters. Heroes can use
their Masteries to adjust the die rolls in their favor, if
applicable. A Succes can become a Critical, ensuring a quick

victory, or can save himself by turning a Fumble into a mere
Failure.

Group conflicts (which don't have to imply combat) are easily
resolved by assigning a skill level to the group as a whole,
based on the average skill of its members, augmented with a
bonus from its leaders, or vice versa.

The game is very flexible, which at once is a boon and bane.
At times, the narrator and players can be at a loss on how to
address an issue, as there is typically more than one way to
resolve it. To assist, the book starts with a good
meta-discussion focusing on narrative flow and 'Maximal
Game Fun.' Recommended.

Minor quibbles - the book is massive and dense, and for a light
introduction to the game I would recommend the Hero's Book,
playing HeroQuest.

A first edition was published a few years back by Issaries, Inc.
under the Hero Wars banner, which suffered from bad lay-out and
some inconsistencies. HeroQuest is effectively second edition
Hero Wars, and the rules have been revised and streamlined.

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  3 reviews
2 of 2 people found the following review helpful
The Narrative System is the best part 2 May 2010
By David Bailey - Published on Amazon.com
Amazon Verified Purchase
I really think this is a great game and ties into the Glorantha setting very well. Really rethinks the way rpgs should be played. I've enjoyed running this game and seeing all the interesting things my pcs come up with. One complaint about the system is that some house rules will be required for this version. Players can abuse the system and start bean counting for every little augment bonus. This isn't hard to fix and was fixed in the 2nd edition. Just set a limit and problem solved. It's also more high fantasy then what I like. This isn't a problem with the system or the game it's just my personal genre preference. Some people like really high fantasy and magic but I find games can get too wacky and wonky in the long run. But I can still enjoy this game and what it brings to the table. The cover art is bleh but the inside art is far better.

The system is where it really shines. If you're interested in this game I recommend getting the 2nd edition but if you can find this version used for cheap, like I did, pick it up.
2 of 2 people found the following review helpful
One of the best 29 Dec 2006
By J. M. Dawson - Published on Amazon.com
Amazon Verified Purchase
A great system for a great game world. Leave d20 behind and try something new, you won't regret it.

Systems affect the world you run in very real ways. Heroquest introduces you to a style of game aimed at acting out and experiencing satisfying stories, not endless hacking through dungeons for meaningless treasure.

Discover what it takes to be a hero in a system that allows you to play anything from a lone wolf to a general commanding thousands of troops!
A glimpse into the future of RPGs 29 Mar 2012
By Kenneth Winland - Published on Amazon.com
This game is *almost* perfect. Others have covered the system and the setting. This system is a tease of what roleplaying games should be - efficient, narrative, fun, versatile, and filled with flavour. THAT said, the game needs MORE examples and more options for varying degrees of abstraction. On some levels, the game is TOO abstract. That is one of its selling points, but it sometimes can be a REAL trip-up. I ran this for a year - the players liked it, but didn't *love* it. In the end, the abstraction left them wanting.

I think that with more options and examples, you could vary the level of abstraction and please all camps.
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