Skip to content

Commit

Permalink
Merge pull request #26 from ChaosiumInc/issue_22
Browse files Browse the repository at this point in the history
[Error]Fixes Issue 22 by using a new wording on item 1 Concept
  • Loading branch information
sciencefish committed May 8, 2020
2 parents 7540beb + b2ea936 commit f37c4d5
Show file tree
Hide file tree
Showing 7 changed files with 40 additions and 25 deletions.
1 change: 1 addition & 0 deletions 1.2_Version.md
Expand Up @@ -11,3 +11,4 @@ The third version *HeroQuest*: Core Rules was published in 2009 (ISBN 978-0-9777
*QuestWorlds* was published as a System Reference Document (SRD) (this document) in 2020. The version of the rules here is slightly updated, mainly to clarify ambiguities, from the version presented in *HeroQuest* 2e and *HeroQuest* 2.1e. This makes this ruleset *HeroQuest* 2.2e, despite the name change. However, to simplify we identify this version as *QuestWorlds* 1e.

An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there.

4 changes: 1 addition & 3 deletions 3.1_As-You-Go_Method.md
@@ -1,8 +1,6 @@
## 3.1 As-You-Go Method

1. Concept

The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:
1. Choose a **concept**. Your **concept** is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:

* haughty priestess
* hotshot lawyer
Expand Down
4 changes: 1 addition & 3 deletions 3.6_List_Method.md
@@ -1,8 +1,6 @@
## 3.6 List Method

1. Concept

The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. When in doubt, start with a noun or phrase indicating your **occupation**, and modify it with an adjective suggesting a **distinguishing characteristic**:
1. Choose a **concept**. Your **concept** is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your **occupation keyword** or area of expertise, and modify it with an adjective suggesting a **distinguishing characteristic**, a personality trait that defines you in broad strokes:

* haughty priestess
* hotshot lawyer
Expand Down
19 changes: 13 additions & 6 deletions docs/QuestWorlds.html
Expand Up @@ -73,7 +73,8 @@ <h2 id="version">1.2 Version</h2>
<p>The third version <em>HeroQuest</em>: Core Rules was published in 2009 (ISBN 978-0-977785-32-2). We refer to this as <em>HeroQuest</em> 2e.</p>
<p><em>HeroQuest Glorantha</em> was published in 2015 (ISBN 978-1-943223-01-5). It is the version of the rules in <em>HeroQuest</em> 2e, presented for playing in Glorantha. We refer to this as <em>HeroQuest</em> 2.1e.</p>
<p><em>QuestWorlds</em> was published as a System Reference Document (SRD) (this document) in 2020. The version of the rules here is slightly updated, mainly to clarify ambiguities, from the version presented in <em>HeroQuest</em> 2e and <em>HeroQuest</em> 2.1e. This makes this ruleset <em>HeroQuest</em> 2.2e, despite the name change. However, to simplify we identify this version as <em>QuestWorlds</em> 1e.</p>
<p>An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there. ## 1.3 Basic &amp; Advanced Mechanics</p>
<p>An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there.</p>
<h2 id="basic-advanced-mechanics">1.3 Basic &amp; Advanced Mechanics</h2>
<p>As the <em>QuestWorlds</em> engine is oriented towards rules-light play, we designate some mechanics as “Basic” and others as “Advanced.”</p>
<p>Basic rules represent the minimum mechanical structure you need to play a game with the feel of <em>QuestWorlds</em>, while advanced rules add mechanical depth to areas of play which you might wish to emphasize, though possibly at a cost in speed of play.</p>
<p>In this document, we put advanced mechanics in their own section from the relevant basic mechanic section.</p>
Expand Down Expand Up @@ -255,8 +256,16 @@ <h3 id="outcome">2.3.5 Outcome</h3>
<p>A <strong>critical</strong> is a better result than a <strong>success</strong> which is, in turn, a better result than a <strong>failure</strong>, which is a better result than a <strong>fumble</strong>.</p>
<p>Your GM describes what happens, based on their interpretation of the <strong>outcome</strong>.</p>
<h4 id="better-roll">2.3.5.1 Better Roll</h4>
<p><em>QuestWorlds</em> supports two options for the “better roll”: the highest roll, or the lowest roll. Some groups prefer lowest roll, some higher. The preference toward “low is better”, is often because 1 is a <strong>critical</strong> and 20 a <strong>fumble</strong>, and toward “high is better” because the winner has rolled a higher number. Groups wanting higher abilities to win out slightly more often should use higher roll.</p>
<p><em>QuestWorlds</em> supports two options for the “better roll”: the highest roll, or the lowest roll.</p>
<p>We also use the phrase “worse roll” to indicate the losing roll.</p>
<p>Groups wanting higher abilities to win out slightly more often should use higher roll.</p>
<p>Some groups prefer lowest roll, some higher. The preference toward “low is better”, is often because 1 is a <strong>critical</strong> and 20 a <strong>fumble</strong>, and toward “high is better” because the winner has rolled a higher number. One solution to this is the make the following adjustments when using a higher roll approach, as well:</p>
<ul>
<li><strong>Critical</strong>: If the die roll is equal to the <strong>TN</strong> (even when the <strong>TN</strong> is 20), you succeed brilliantly. This is the best <strong>result</strong> possible.</li>
<li><strong>Success</strong>: If the die roll is less than the <strong>TN</strong> and not a <strong>fumble</strong>, you succeed, but there is nothing remarkable about the success.</li>
<li><strong>Failure</strong>: If the die roll is greater than the <strong>TN</strong> but not a <strong>fumble</strong>, you fail. Things do not happen as hoped.</li>
<li><strong>Fumble</strong>: If the die roll is 20, you fumble (except when the <strong>TN</strong> is 20, when it is a <strong>critical</strong>). You fail miserably. This is the worst <strong>result</strong> possible.</li>
</ul>
<h4 id="confusing-ties">2.3.5.2 Confusing Ties</h4>
<p>Your GM will describe most tied <strong>outcomes</strong> as inconclusive standoffs, in which neither of you gets what you wanted.</p>
<p>In some situations, ties become difficult to visualize. Chief among these are <strong>contest</strong>s with binary <strong>outcomes</strong>, where only two possible results are conceivable.</p>
Expand Down Expand Up @@ -664,9 +673,8 @@ <h1 id="character-creation">3.0 Character Creation</h1>
<p>In addition, you will want to give your character a name, and provide a physical description. We recommend focusing on three physical things about your PC that others would immediately notice, over anything more detailed.</p>
<h2 id="as-you-go-method">3.1 As-You-Go Method</h2>
<ol type="1">
<li>Concept</li>
<li>Choose a <strong>concept</strong>. Your <strong>concept</strong> is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your <strong>occupation keyword</strong> or area of expertise, and modify it with an adjective suggesting a <strong>distinguishing characteristic</strong>, a personality trait that defines you in broad strokes:</li>
</ol>
<p>The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your <strong>occupation keyword</strong> or area of expertise, and modify it with an adjective suggesting a <strong>distinguishing characteristic</strong>, a personality trait that defines you in broad strokes:</p>
<ul>
<li>haughty priestess</li>
<li>hotshot lawyer</li>
Expand Down Expand Up @@ -722,9 +730,8 @@ <h3 id="the-prose-method">3.5.2 The Prose Method</h3>
<p>This is the most different method as you write a piece of prose and then pull <strong>abilities</strong> from that. Its intent is to emulate a character description in fiction, and indeed PCs can be built by copying text from a story and then identifying <strong>keywords</strong>. It is the least ‘fair’ of the character creation options.</p>
<h2 id="list-method">3.6 List Method</h2>
<ol type="1">
<li>Concept</li>
<li>Choose a <strong>concept</strong>. Your <strong>concept</strong> is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your <strong>occupation keyword</strong> or area of expertise, and modify it with an adjective suggesting a <strong>distinguishing characteristic</strong>, a personality trait that defines you in broad strokes:</li>
</ol>
<p>The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. When in doubt, start with a noun or phrase indicating your <strong>occupation</strong>, and modify it with an adjective suggesting a <strong>distinguishing characteristic</strong>:</p>
<ul>
<li>haughty priestess</li>
<li>hotshot lawyer</li>
Expand Down
Binary file modified docs/QuestWorlds.pdf
Binary file not shown.
17 changes: 11 additions & 6 deletions docs/QuestWorlds.rtf
Expand Up @@ -70,7 +70,8 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 The third version {\i HeroQuest}: Core Rules was published in 2009 (ISBN 978-0-977785-32-2). We refer to this as {\i HeroQuest} 2e.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\i HeroQuest Glorantha} was published in 2015 (ISBN 978-1-943223-01-5). It is the version of the rules in {\i HeroQuest} 2e, presented for playing in Glorantha. We refer to this as {\i HeroQuest} 2.1e.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\i QuestWorlds} was published as a System Reference Document (SRD) (this document) in 2020. The version of the rules here is slightly updated, mainly to clarify ambiguities, from the version presented in {\i HeroQuest} 2e and {\i HeroQuest} 2.1e. This makes this ruleset {\i HeroQuest} 2.2e, despite the name change. However, to simplify we identify this version as {\i QuestWorlds} 1e.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there. ## 1.3 Basic & Advanced Mechanics\par}
{\pard \ql \f0 \sa180 \li0 \fi0 An Appendix lists changes in this version. As the SRD is updated we will continue to track version changes there.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs32 1.3 Basic & Advanced Mechanics\par}
{\pard \ql \f0 \sa180 \li0 \fi0 As the {\i QuestWorlds} engine is oriented towards rules-light play, we designate some mechanics as \u8220"Basic\u8221" and others as \u8220"Advanced.\u8221"\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Basic rules represent the minimum mechanical structure you need to play a game with the feel of {\i QuestWorlds}, while advanced rules add mechanical depth to areas of play which you might wish to emphasize, though possibly at a cost in speed of play.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 In this document, we put advanced mechanics in their own section from the relevant basic mechanic section.\par}
Expand Down Expand Up @@ -318,8 +319,14 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 A {\b critical} is a better result than a {\b success} which is, in turn, a better result than a {\b failure}, which is a better result than a {\b fumble}.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Your GM describes what happens, based on their interpretation of the {\b outcome}.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs24 2.3.5.1 Better Roll\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\i QuestWorlds} supports two options for the \u8220"better roll\u8221": the highest roll, or the lowest roll. Some groups prefer lowest roll, some higher. The preference toward \u8220"low is better\u8221", is often because 1 is a {\b critical} and 20 a {\b fumble}, and toward \u8220"high is better\u8221" because the winner has rolled a higher number. Groups wanting higher abilities to win out slightly more often should use higher roll.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 {\i QuestWorlds} supports two options for the \u8220"better roll\u8221": the highest roll, or the lowest roll.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 We also use the phrase \u8220"worse roll\u8221" to indicate the losing roll.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Groups wanting higher abilities to win out slightly more often should use higher roll.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Some groups prefer lowest roll, some higher. The preference toward \u8220"low is better\u8221", is often because 1 is a {\b critical} and 20 a {\b fumble}, and toward \u8220"high is better\u8221" because the winner has rolled a higher number. One solution to this is the make the following adjustments when using a higher roll approach, as well:\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Critical}: If the die roll is equal to the {\b TN} (even when the {\b TN} is 20), you succeed brilliantly. This is the best {\b result} possible.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Success}: If the die roll is less than the {\b TN} and not a {\b fumble}, you succeed, but there is nothing remarkable about the success.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Failure}: If the die roll is greater than the {\b TN} but not a {\b fumble}, you fail. Things do not happen as hoped.\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab {\b Fumble}: If the die roll is 20, you fumble (except when the {\b TN} is 20, when it is a {\b critical}). You fail miserably. This is the worst {\b result} possible.\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs24 2.3.5.2 Confusing Ties\par}
{\pard \ql \f0 \sa180 \li0 \fi0 Your GM will describe most tied {\b outcomes} as inconclusive standoffs, in which neither of you gets what you wanted.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 In some situations, ties become difficult to visualize. Chief among these are {\b contest}s with binary {\b outcomes}, where only two possible results are conceivable.\par}
Expand Down Expand Up @@ -897,8 +904,7 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 The first step in creating your character is to come up with a concept that fits in with the genre of game that your GM intends to run. With that, you can assign {\b abilities}, {\b ratings} for those {\b abilities}, and if required {\b flaws}.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 In addition, you will want to give your character a name, and provide a physical description. We recommend focusing on three physical things about your PC that others would immediately notice, over anything more detailed.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs32 3.1 As-You-Go Method\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Concept\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your {\b occupation keyword} or area of expertise, and modify it with an adjective suggesting a {\b distinguishing characteristic}, a personality trait that defines you in broad strokes:\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Choose a {\b concept}. Your {\b concept} is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your {\b occupation keyword} or area of expertise, and modify it with an adjective suggesting a {\b distinguishing characteristic}, a personality trait that defines you in broad strokes:\sa180\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab haughty priestess\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab hotshot lawyer\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab noble samurai\par}
Expand Down Expand Up @@ -945,8 +951,7 @@ https://github.com/ChaosiumInc/QuestWorlds/pulls
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs28 3.5.2 The Prose Method\par}
{\pard \ql \f0 \sa180 \li0 \fi0 This is the most different method as you write a piece of prose and then pull {\b abilities} from that. Its intent is to emulate a character description in fiction, and indeed PCs can be built by copying text from a story and then identifying {\b keywords}. It is the least \u8216'fair\u8217' of the character creation options.\par}
{\pard \ql \f0 \sa180 \li0 \fi0 \b \fs32 3.6 List Method\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Concept\sa180\par}
{\pard \ql \f0 \sa180 \li0 \fi0 The concept is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. When in doubt, start with a noun or phrase indicating your {\b occupation}, and modify it with an adjective suggesting a {\b distinguishing characteristic}:\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 1.\tx360\tab Choose a {\b concept}. Your {\b concept} is a brief phrase, often just a couple of words that tells the GM and other players what you do and how you act. Start with a noun or phrase indicating your {\b occupation keyword} or area of expertise, and modify it with an adjective suggesting a {\b distinguishing characteristic}, a personality trait that defines you in broad strokes:\sa180\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab haughty priestess\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab hotshot lawyer\par}
{\pard \ql \f0 \sa0 \li360 \fi-360 \bullet \tx360\tab noble samurai\par}
Expand Down

0 comments on commit f37c4d5

Please sign in to comment.