diff --git a/1.2_Version.md b/1.2_Version.md index 9b4568a..3690160 100644 --- a/1.2_Version.md +++ b/1.2_Version.md @@ -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. + diff --git a/3.1_As-You-Go_Method.md b/3.1_As-You-Go_Method.md index 7283f37..f6aab81 100644 --- a/3.1_As-You-Go_Method.md +++ b/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 diff --git a/3.6_List_Method.md b/3.6_List_Method.md index f97c1f9..5ebf84c 100644 --- a/3.6_List_Method.md +++ b/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 diff --git a/docs/QuestWorlds.html b/docs/QuestWorlds.html index b94ba83..4a5aede 100644 --- a/docs/QuestWorlds.html +++ b/docs/QuestWorlds.html @@ -73,7 +73,8 @@

1.2 Version

The third version HeroQuest: Core Rules was published in 2009 (ISBN 978-0-977785-32-2). We refer to this as HeroQuest 2e.

HeroQuest Glorantha was published in 2015 (ISBN 978-1-943223-01-5). It is the version of the rules in HeroQuest 2e, presented for playing in Glorantha. We refer to this as HeroQuest 2.1e.

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. ## 1.3 Basic & Advanced Mechanics

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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

As the QuestWorlds engine is oriented towards rules-light play, we designate some mechanics as “Basic” and others as “Advanced.”

Basic rules represent the minimum mechanical structure you need to play a game with the feel of 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.

In this document, we put advanced mechanics in their own section from the relevant basic mechanic section.

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2.3.5 Outcome

A critical is a better result than a success which is, in turn, a better result than a failure, which is a better result than a fumble.

Your GM describes what happens, based on their interpretation of the outcome.

2.3.5.1 Better Roll

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QuestWorlds 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 critical and 20 a fumble, 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.

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QuestWorlds supports two options for the “better roll”: the highest roll, or the lowest roll.

We also use the phrase “worse roll” to indicate the losing roll.

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Groups wanting higher abilities to win out slightly more often should use higher roll.

+

Some groups prefer lowest roll, some higher. The preference toward “low is better”, is often because 1 is a critical and 20 a fumble, 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:

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2.3.5.2 Confusing Ties

Your GM will describe most tied outcomes as inconclusive standoffs, in which neither of you gets what you wanted.

In some situations, ties become difficult to visualize. Chief among these are contests with binary outcomes, where only two possible results are conceivable.

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3.0 Character Creation

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.

3.1 As-You-Go Method

    -
  1. Concept
  2. +
  3. 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:
-

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: