| This page contains notes on issues that arise during my
HeroWars campaign, The Lions of Rhugandy. The game is played at a friend's
house we call "Tara", after the plantation in Gone with the Wind. This
is because at the time our friend Eric moved here, most of us lived in
apartments. Tara seemed a grand place, and has hosted more great role-playing
campaigns than I care to remember.
The players and I have a love-hate relationship with HeroWars. The background, Glorantha, is wonderful. The HeroWars game system allows a much wider range of role-playing opportunities than did Runequest - a Gloranthan game we have played since 1979. Unfortunately, the layout of the rules is not particularly clear and we started with a number of misconceptions that eventually gave us considerable trouble. This is partly because I am terrible with statistics and rules in general - I am a right-brain dude. It is also because the players don't own copies of the rules, and so never read them. All their information comes from me, and I am not the best of teachers! |
Clarifications needed during my game:
Why do I keep failing? I'm a master!!! - Folks keep getting trounced by the World - why?HeroWars tips and techniques, part I - Extended Contests
HeroWars tips and techniques, part II - Magic
Animism Explained - Ted plays our only animist, and I made a ton of mistakes in setting up his character.
Player's Corner:
Carmanian Metaphors - Asterov waxes eloquent with colorful sayings drawn from Carmanian history.Powder of Release - Stavas concocts a magical potion to provide transport into the realm of spirit.