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One of the earliest gaming experiences during my “Second Gaming Renaissance” – i.e., the first time I became part of a dedicated gaming group outside of my junior high’s D&D club – was with RuneQuest, and its default setting, Glorantha.Actually, we played two games in quick succession: a disastrous (for me) one-shot in which random character generation left me playing an anemic farmhand, and a much longer campaign with me playing a ridiculously strong and tough (yet somehow eternally humiliated) Sun County merchant. I found the game lots of fun at times, although the system seemed awfully brutal and not particularly heroic – not unless the wildly random character generation gave you a physically powerful specimen (like my merchant) who also happened to be a warrior of some sort by trade.
Then, years later, our GM excitedly had us try Hero Wars. Here was Glorantha with an entirely new system that seemed designed for heroes as epic in scope as the setting appeared to demand. And it was, to some degree… but the new system seemed awfully abstract, and, more importantly, horrendously organized.
So a few years after that, along came HeroQuest – same setting, same rules as Hero Wars, but with greater clarification and organization and just enough tweaks to intrigue me.
Which brings us to this review.
I’d set out to do a playtest review. Unfortunately, I was never able to get past character creation due to player wrangling issues. Since I have played Hero Wars, I’ll be offering what observations I can about the system in play, but I can’t in good conscience call this a “playtest review.”
Substance
This is another one of those games for which a chapter-breakdown review would prove just too tiresome. So, I’m once again falling back on my Setting/System format.
Setting
HeroQuest takes place on the world of Glorantha – a place of such intricate details that I can in no way do it justice here. You can find gobs of information about the world on the official Glorantha Web site; however, as I don’t believe in reviewing purely by linkage, I’ll do my best.
OverviewAt its most basic, Glorantha is a Bronze Age fantasy world. (Except where it isn’t. Go far enough west, for example, and it’s more like the Middle Ages.) Magic exists everywhere and sees use by everyone in various forms. Fantasy standards appear in droves, but often in extreme and unexpected forms. Elves (Aldryami) don’t just live among and revere plants – they are plants. Dwarves (Mostali) don’t just delve into stone and build machines – the are both stone and cogs in a vast machine. Trolls (Uz) are big tusked bastards who can eat anything – anything – and ride giant bugs. And yes, Here There Be Dragons… but they’re sleeping, which is A Good Thing, because they’re the size of (and mistaken for) mountain ranges. (Any adventurer-slain dragons are therefore either lesser creatures related to dragons or else the dream-forms of real dragons. Sleeping dragons dream up “normal” dragon-sized versions of themselves into the waking world, you see.)
And yes, as you may well have heard, there are also anthropomorphic ducks. They’re few in number and generally despised, so they aren’t a huge force in the world, but their very presence may be a deal-breaker for some.
Gloranthan humanity shows no less diversity than the magical world around it. Rich cultures abound and clash with one another continually, from the beast-riders of Prax to the rigged feudalistic Seshnegi to the lethargic people of tropical Teshnos. One such clash central to the default starting region of Dragon Pass is between the barbaric Orlanthi, a people resembling a Celt/Viking hybrid who worship the wild Storm pantheon, and the Lunar Empire, a mighty “civilizing” force reminiscent of the glory days of Rome and worshiping the Lunar and Solar pantheons.
CosmologyAnd this, in turn, brings up yet another key aspect of the setting: everything is true. (Well, everything people believe to be true, at any rate.) Gods, spirits, and saints – even a monotheistic God – all coexist somehow, even when their existence seems contradictory. Benevolent gods from one pantheon may even appear as malignant gods in an “enemy” pantheon, and still it’s somehow all true.
Of course, this makes morality highly relative in Glorantha, to say the least. One man’s sin is another man’s saintliness, so to speak. Naturally, this carries over into the interactions between cultures. The Lunars, depending upon one’s point of view, may be a civilizing influence with an admirable interest in diversity or an oppressor seeking to destroy resisting cultures and their gods in the name of a devious goddess.
For me, this was a turn-off. I never could really get into my character being a “hero” only from the perspective of one culture, as opposed to being a hero of the more objective sort.
ChaosThere is, however, one force in Glorantha that nearly everyone opposes to one degree or another: Chaos. This isn’t a Moorcockian counterpoint to “Law,” although it shares the goals of both Moorcock’s Chaos and that of Warhammer: the warping and destruction of all reality. Even those who see the value in a little Chaos here and there – the Lunars, for example – oppose an outright victory by Chaos, and Chaos is the one force that can unite mortal foes like elves, dwarves, and trolls in opposition to it. So, there is some room for fairly unambiguous heroics.
Culture ClashesNevertheless, heroes aren’t going to be battling Chaos 24/7, which means that they’re going to have to deal with each other and with assorted communities. And therein lies a problem, because Gloranthan cultures – with the possible exception of the Lunar Empire, which has issues of its own if you aren’t a “member” – seem remarkably xenophobic.
Granted, this only poses a problem if you want to create the equivalent of a stereotypical mixed-race D&D adventuring party, as opposed to focusing on one specific culture. And the latter might be a good idea anyway, since that would require the players to digest a whole lot less information at once about this hyper-detailed setting.
But in my experience, getting players to stick with one culture in a fantasy playground like Glorantha is a cat-herding exercise of the first order. In fact, one prospective player in my stillborn playtest game took one look at the group we were putting together, proclaimed it to be simply too weird, and left. (This was an online game, by the way, so his leaving wasn’t quite as rude as it might’ve been.)
Apparently, the HeroQuest incarnation of Glorantha wishes to address that problem somehow, as the hypothetical group appearing in the examples of play throughout the book is more along the lines of your typical “group of freaks” (albeit free of nonhumans). But I didn’t see much in the book to suggest how to make such a group at all plausible.
HeroquestingOne major addition to the setting – and one long-awaited, I’m told, by RuneQuest fans – is the concept of heroquesting itself. Heroquests take characters to the God’s War, the realm where gods perform their deeds of legend and where the characters can, by taking on the roles of characters in those legends and acting out their parts, gain blessings related to those legends. This is a great way for PCs to experience the true epic scope of Gloranthan mythology while reaping tangible benefits like blessings or magic weapons.
It also poses some unusual challenges for players used to seeking the most direct route to victory. If the legend of Big Damn Hero says that he hid from the Giant Spider of Death, for example, but the PCs reenacting his legend choose to fight the beast, they stray from the heroquest’s path and risk losing its potential rewards.
CreaturesConsidering the relative ease with which NPCs of all sorts can be created on the fly, I was pleasantly surprised to see a very satisfying bestiary included in the rulebook. What’s more, the game allows for the creation of nonhuman PCs, using “species keywords” in place of “homeland keywords” (see below). Of course, given the xenophobic nature of the human peoples of Glorantha, an elf or a duck traveling with humans will take a whole lot more backstory than “they met in a tavern.”
Included in the book are entries for:
Aldryami Bear Bison Broo Centaur Chaos Creatures Daimones Deer Disease Spirit Dragon Dryad Duck Dwarf Elder Races Elementals Elf Essences Ghosts Giant Gorp Gremlin Griffin Hag Harpy Horse Hydra, Greater Ice Daimon Mammoth Mostali Night Fury Nymphs Puma Rubble Runner Shell Deer Spectres Spirits Sprite Triceratops Troll Trollkin Umbarong Unicorn Uz Walktapus Watch Beetle Wolf Wolf, Great Wolf Spirit – Hrognar Wyrm Zombie
Note that several entries, such as Aldryami, Mostali, and Uz, discuss a general category of creature, while separate entries cover the more specific and common creatures of each type (elves, dwarves, and trolls, respectively).
I was rather disappointed that Dragon Newts got nothing more than a passing mention under the “Dragon” entry. From what I remember from my RuneQuest days, these enigmatic humanoid dragons are one of the cooler aspects of an already-cool setting.
AdventuresGiven the diversity of the setting and the many potential perspectives of the heroes, the book wisely offers four introductory adventures.
The first, High Pressure Front, focuses on a feud between Heortling clans in Dragon Pass, but makes allowances for the involvement of any number of other nationalities. It also offers a great chance for HQ neophytes to get the hang of the combat system.
The second, Chasing Kites, also takes a Heortling perspective, but could work for several barbarian peoples. An adventure that’s literally about tracking down a lost kite might seem less than epic, but when the kite in question is a tribal heirloom sacred to the wind god Orlanth? That’s another matter. This adventure tests wits as well as combat prowess, and, perhaps more importantly, emphasizes the importance of community in the setting.
The third, Fish Rain, explores the truly bizarre magical side of Glorantha from a generally Lunar perspective. The heroes must discover why increasingly large and dangerous saltwater creatures are falling from the sky miles from any ocean.
The fourth and final adventure, Heavy Earth, introduces heroes from almost any culture to heroquesting. Gravity has gone into overdrive, and the heroes must reenact the defeat of a troublesome earth god to stop it.
System
Those interested can download a PDF copy of the basic HQ system here. However, again, I’ll do my best to cover it in this review as well.
Basic Task ResolutionAll abilities have a rating of 1-20. The system uses a roll-under, lower-is-better mechanic. A 1 is a Critical and a 20 is a Fumble. Every action requires an opposed roll; i.e., if a character tries to lift a heavy boulder, he’ll be pitting his Strength score against the boulder’s Weight score.
Now, generally speaking, I prefer roll-and-add systems to roll-under systems due to scaling issues, and I really don’t like flat critical success/critical failure points. The HeroQuest system addresses both of these issues simultaneously, and with one of the most brilliant game mechanics I’ve ever seen: masteries.
MasteriesRemember me saying that all abilities have a rating of 1-20? That’s true in a way, but it’s not a hard cap. After 20 comes 1w1 – effectively 21, with that “w” actually the “w”-like rune meaning “mastery.” Every additional 20 points of skill results in another level of mastery; i.e., the equivalent of 41 is 1w2. Each level of mastery, in turn, bumps up the outcome by one level: with one level of mastery, for example, a Fumble becomes a Failure, a Failure becomes a Success, and a Success becomes a Critical. Hence, all else being equal, at (x)w1, you can’t Fumble, at (x)w2, you can’t Fail, and at (x)w3, you can’t get anything less than a Critical.
Ah, but masteries cancel each other out. 10w1 vs. 5w2 becomes 10 vs. 5w1. What’s more, “extra” masteries left over after cancellations serve as a kind of “anti-mastery” to the opponent’s roll, knocking down his success levels.
This may well be the finest scaling mechanic I’ve encountered. It may be a fantasy game, but it could handle both mundane humans and Superman-level superhumans with ease, and without heavy number crunching. Superman would overwhelm the typical human with his likely Strength score of 10w20 (or something equally ridiculous)… but if he’s wrestling the Martian Manhunter, with a Strength of, say, 9w20, then we’re back to a simple roll of 10 vs. 9.
AugmentationsSo that’s two of my personal rules bugaboos down. But speaking of Strength, here’s yet another pet peeve of mine: the game makes no distinction between “attributes” and “skills.” They’re all just “abilities.” And generally speaking, I hate games that deny any link between natural and trained ability.
HQ answers this concern, and then some. Any ability can boost the use of any other ability, so long as their use makes sense.
What does that mean from a practical standpoint?
Well, let’s say you’re on guard duty for your camp one night, and the place is attacked by trolls.
If you’re attacking with your sword, you’d use your Sword ability, of course… but you could boost it with your Strong ability, and your Quick ability. And does your PC hate trolls with a passion? Why, then you could boost your attack with your Hate Trolls ability, too. And does the attack put your beloved wife in danger? Throw in a bonus for Love Wife as well. Then, of course, there are any bonuses you might get from your weapons, your armor, whatever magic you have to pump you up, and so on.
In other words, you aren’t talking about a simple Attribute + Skill roll, here. You’re talking about an ability roll boosted by any and all relevant supporting abilities – everything from physical prowess to emotional fervor. I can’t think of a better way to simulate the influences of passions as well as powers on epic heroes.
These boosts, called augmentations, may be either fixed numbers equal to 1/10th of the ability, or they may be variable augments, requiring a roll that could result in either a higher-than-normal augment on a good roll or a penalty on a bad roll (representing overtaxing one’s strength, for example). This system represents a distinct improvement over Hero Wars, in which every augment was variable, resulting in both way too much die rolling for every action and a ridiculous number of pulled tendons.
Simple & Extended ContestsThe game offers two forms of conflict resolution, making no distinction whatsoever between combat and non-combat. The more basic one takes the form of a simple opposed roll, winner take all – in essence, the entire encounter resolves itself in that one roll after every possible modifier’s been applied. This could work for anything from a difficult river crossing to an extended battle, if the GM’s goal is to keep things moving.
The more detailed version simulates the ebb and flow of conflict with Action Points. Opponents start out with Action Points equal to the value of the trait they use at the outset of the conflict and take turns initiating opposed rolls, with the side whose turn it is making an AP bid. (Yes, this does mean that it’s best to start out using your highest applicable ability, since switching to it later won’t increase your current AP total.) Depending upon the degree of success, the aggressor may cause the opponent to lose the bid amount of APs (or some percentage thereof), may actually transfer those APs from the opponent to the aggressor… or, on a failure, may have the reverse done to him. In essence, then, an aggressor who’s sure of his superiority may “go for broke” with a big bid, while a less confident aggressor may play it safe with smaller bids.
It’s worth noting that in combat, a side inflicting AP loss may instead choose to wound an opponent, resulting in penalties to future rolls.
And on a related note, this system makes it really, really difficult to die in combat – as difficult, in fact, as it is easy to lose limbs in Glorantha’s RuneQuest incarnation. An opponent drained of APs is “defeated,” not “dead,” possibly suffering a penalty to the relevant ability based upon the character’s negative AP total. Only a huge negative AP score will result in a dying character, and deliberately killing a foe takes a conscious decision on the part of the attacker. In Hero Wars, this resulted in what I liked to call the “Minefield of Fallen Foes,” given the fact that attempting to finish off an AP-drained opponent would function as a contested roll that would give the opponent a chance to regain APs and resume the fight. As far as I can tell, HeroQuest has wisely abandoned this idea, instead focusing on social and psychological damage the GM may choose to inflict on the murderous PC.
On the other hand, the default system has taken one step backwards, in my view. Because all advantages in a conflict work as augments, there’s no difference between a nimble fighter and a strong fighter, for example, or even between one warrior with a dagger and plate mail and another with a big sword and leather armor – it’s just a matter of which of them, overall, is more likely to win the fight.
That in and of itself isn’t so bad, so long as you don’t mind the abstraction, but it also means that the “Ninjasaurus Effect” is in full swing: anything that dishes out huge amounts of damage when it connects is also more likely to connect in the first place, at least in purely mechanical terms. To mitigate that, the rulebook has tucked away an option to go back to the system of Edges and Hindrances from Hero Wars, treating such things as weapons as automatic bonuses to the AP bid on a successful attempt rather than as a bonus to the attempt itself. (In other words, rather than the Massive Troll Maul giving a +8 augment to an attack roll, it could give +8 to whatever AP “damage” the attack inflicts.) I’m very glad that the game left this option open and only wish that it weren’t so hard to find in the book. Of course, that only helps in extended contests, since APs don’t factor into the quick resolution mechanic.
Overall, the conflict resolution definitely serves to streamline challenges of all sorts and to instill drama in what other games might treat as boring one-roll affairs – debates, for example. On the other hand, it’s the polar opposite of RuneQuest when it comes to grittiness and relies heavily on description, rather than game stats, to make up the dramatic difference. A dwarf-built automatic crossbow might have cool game effects in RuneQuest terms, but in HeroQuest, it’s just another augment calling for a colorful description.
Ingenious as they may be, the augments represent the biggest complication to an otherwise streamlined rules set. And nowhere is that more the case than it is regarding magic.
MagicThe various schools of magic differentiate themselves largely in the way in which they can be used as augmentations and/or active abilities. In terms of active abilities, the game gives magic abilities a serious boost versus anything mundane, with a fixed score of 14 opposing any magic power; i.e., if you have a magic power called “Jump Over the Mountain,” it doesn’t matter how high the mountain is – it will still resist your jump with 14. If the mountain is magical, however, it will resist with its full power. The problem here is that if a power isn’t used actively against a mundane force – i.e., if it’s used as an augment – then it’s really no better than a mundane ability.
On a related note, there is no such thing as a “powerful spell” in HeroQuest – everything depends upon the ability level of the caster. A spell called “Totally Obliterate Foe” will do less damage than a spell called “Hurt Him” at a higher level of ability.
And trying to put all this together in order to figure out the relative strengths and weaknesses of magic proved a daunting task for me, as there’s no real side-by-side comparison. Thankfully, those more familiar with the system were able to help me out with that.
Animism starts out with the most bang for your buck, given the shaman’s ability to turn loose spirits to fight at their side, but this may only be done a few times per adventure; beyond that, most Animism powers aren’t active. Wizardry, the magic of monotheism, has the strongest community-based magic and is the only magic that can use one spell to boost another. Theism, the magic of the polytheistic gods, occupies a middle ground, providing powerful spells that are limited to the circle of influence of the god in question.
Common magic – the magic of the material world, including special supernatural abilities that the characters can “just do” – is an odd case. Any sort of magic can be “concentrated,” making spells easier to acquire at the expense of abiding by the specific magic schools’ strictures. Common Magic can only be used as an augment unless it’s concentrated, meaning that non-concentrated Common Magic loses the benefit of magic abilities over mundane abilities. However, Concentrating Animism, Theism, and Wizardry allows the character to keep specific types of Common Magic and concentrate them, whereas concentrating Common Magic alone means the character must abandon any Animism, Theism, or Wizardry magic. Since the various types of Common Magic differ only in their sources rather than in what they can do, it makes little sense to concentrate Common Magic alone from a purely mechanical standpoint.
In fact, every magical ability consists of no more than a name. There are no spell lists in HeroQuest. Just look at the name of the ability and decide what it can do.
Character CreationCharacters are comprised of keywords and abilities. Keywords cover a broad range of abilities, and characters have keywords for their homeland (or race, in the case of nonhuman PCs), occupation, and magic. These start at 17. All other abilities start at 13.
The game offers three methods of character creation. The first, ideal for more literary-minded players already somewhat familiar with the setting, calls for the player to write a 100-word narrative about the character, pulling keywords and other abilities out of the completed work.
The second involves a more straightforward listing of keywords and abilities similar to that found in other RPGs. This, too, calls for some setting knowledge, although a summary by the GM seems more likely to serve that purpose than when using the narrative option above.
The last and most innovative method, ostensibly for those most unfamiliar with both system and setting, calls for the player to create the character during the course of the adventure, starting with just a single keyword and a single ability and spending character creation points as they decide what fits best. That’s the method I set out to use for the neophytes in my review playtest game, but we found that the knowledge required for even a homeland keyword tended to snowball into questions that lead to other keywords and abilities anyway. By the time we were done, everyone had already used the listing method.
In all three methods, players get 20 points to spread around to increase abilities, whether keyword-related or not (but not keywords themselves, and with no more than +10 going to any ability), or to increase the character’s level of membership in a specialized religion, if applicable. So, characters can easily start the game with one level of mastery in selected abilities.
It’s a great set of options. I think the only real problem lies with the fact that the complex setting needs such a simple system just to keep character creation from bogging down while still offering a wide array of options. Translated into a more familiar setting, it could be lightning-fast – on par with Over the Edge, for example, while offering better-defined abilities and more open scaling.
Style
The cover, depicting a face-off between the storm god Orlanth and the Lunar Empire’s Red Goddess, makes me wince. I really don’t think Orlanth ought to be wearing what look for all the world to be skin-tight blue jeans, for example. The interior art works much better, with a clean, straightforward style, thematic placing of images, and captions under most pictures clarifying the pictures and (in some cases) providing even more information about the subject.
The writing gets across the sense of wonder inherent in the setting effectively enough, but the running narrative describing the creation of a gaming group and their experiences with a game severely undermines that wonder – players making no effort to speak in-character and a GM describing scenes with riveting descriptions like, “Okay, so you go over there… Okay, so you go there next…”
While I found the sheer volume of information overwhelming, the book does go a long way to making navigation easier. Not only does the back of the book feature a massive glossary and indices of keywords and common magic, of illustrations, and of general topics, but it also includes a handy rules synopsis, sample resistance scores for quick improvisation of encounters, and even a list of runes and their meanings.
Conclusion
HeroQuest does what it sets out to do very, very well. It provides as much of a complete and comprehensive one-book game as one could hope for with such a vast and intricate setting, and it does it with a simple, unified system that can handle any sort of conflict at any conceivable scale.
Ironically, despite my issues with the power level of RuneQuest characters, I nevertheless found RuneQuest to be more to my taste than HeroQuest. While I’m told that HQ is closer to Greg Stafford’s vision of the setting, I found that replacing the visceral mechanics of clashing swords on shields in RQ with the far more abstracted version in HQ took me several steps back out of the setting, vision or no vision. I felt more like I was participating in a randomized story rather than experiencing a virtual place, if that makes any sense.
But that style of play may be exactly what some people are looking for. In fact, I have no doubt about it. And HeroQuest serves that purpose brilliantly. So, if you’re looking for a game about epic fantasy heroes in an epic setting with a simple system that covers all aspects of that setting from top to bottom and largest to smallest, this is your game.
SUBSTANCE:
- Setting
- Quality = 5.0
- Quantity = 5.0
- Rules
- Quality = 5.0
- Quantity = 5.0
STYLE:
- Artwork = 4.0
- Layout/Readability = 4.0
- Organization = 3.0
- Writing = 3.5
- Proofreading Penalty = 0.0

