What's it like? System? Setting?
I've studied a little Medieval Russian history, speak and read russian (not very well, however), and I have GURPS Russia. Is there any reason to get Mythic Russia or could I just wing it?
It uses a modified version of the HeroQuest rules.
- Q
So that's for? or against? :D
-clash
Any more info? I generally don't drop $55 on anything that doesn't have a guaranteed happy ending.
I've heard the word "Heroquest" a lot and I know Ron Edwards has a hard on for it.
I know absolutely nothing about it beyond that.
Well, it's worth noting that, whatever Ron Edward's sexual proclivities might be, he had no hand in the production of HeroQuest, either directly or influentially.
Here's JimBobOz's thread (http://www.therpgsite.com/forums/showthread.php?t=4414) asking about what it's like in play. I think it did a pretty handy job of explaining why someone might want to use HeroQuest and not some other rule system (or not, as the case may be).
As for the setting, what I've seen of it looks mighty pretty, and is geared specifically to the rules, and the rules tweaked for the setting. I don't know how it stacks up against S.John Ross' GURPS Russia, but if you think you might actually like the HQ rules, this might be a good entry point for you. If not, I guess you have to ask yourself why you haven't put GURPS Russia into play with a different set of rules.
!i!
Mythic Russia is a gorgeous, well-written book. I love that the examples of play given throughout the book are very, very good to get the feel of what a Mythic Russia should/would/could look like. I think the book would be very useful as a sourcebook even if you don't use HQ. The book consists mostly of background material, but even the 85 or so pages of system info contain lots of examples of play and flavour text that I find useful.
That said, I like this adaptation of HQ; I think it's well-explained and the rules adaptation are well done (e.g., chained simple contests as an option for replacing extended contests.)
My husband has currently stolen my copy in order to adapt it to run a game in the setting of The Red Star comic book. :keke:
Quote from: AnemoneThat said, I like this adpatation of HQ; I think it's well-explained and the rules adaptation are well done (e.g., chained simple contests as an option for replacing extended contests.)
That's right. In the back of my mind, there was some reason I kept thinking there was a reason to buy it in addition to
HQ. Extended contests are a great little mechanic (well, okay, not so "little"), but there are definitely times where I'd like something far less resource-management-intensive.
!i!
So, are both mechanics presented in the book? Because I bought HQ basically for the system, and if I got Mythic Russia I might want to keep just one.
Though there's also work being done on a genericized or multigenre set of rules as Questworlds. I wonder what that will have in it?
Some poking around turned up The Masters of Luck and Death website (http://molad.org/forum/) which in spite of the Glorantha-reference in the name, is apparently intended for discussion of all the games in the HQ "family".
Mark's license of the HQ rules gave him leeway to produce his own variant on the rules. I'm not sure if it includes the standard Extended Contest rules or not. Anemone? Can you tell us?
Quest Worlds, I believe, is going to be a stripped-down presentation of the character generation and mechanics, most notably removing specific Gloranthan cultural refences (which includes Gloranthan magic). There are supposed to be five genre presentations, adapting the rules to different types of settings as examples of how individuals might do it themselves. I know of the superhero, sci-fi, and horror genres, and I believe I recall word of a wuxia/kung-fu genre, and perhaps an Old West adaptation.
!i!
I'm getting this game. Check that. I'm getting any game with the word HQ on it :D
Regards,
David R
Quote from: Elliot WilenSome poking around turned up The Masters of Luck and Death website (http://molad.org/forum/)...
Holy crap. I wonder if Mike Holmes
talks as much as he drones on in his posts. I realise that a lot of what he has to say is helpful, but,
man, there is such a thing as going on at too great a length.
!i!
Quote from: Ian AbsentiaMark's license of the HQ rules gave him leeway to produce his own variant on the rules. I'm not sure if it includes the standard Extended Contest rules or not. Anemone? Can you tell us?
Yes, they're there. As far as I can tell,
Mythic Russia contains all the
HQ rules plus some options. I like the explanations better in
Mythic Russia, because it's easier for me to understand what is system and what is setting. With
HQ, not being well versed in Glorantha mythos, I always had to do a bit of untangling.
Comrades!
I'm rather belatedly coming to this thread (and, indeed, this whole site!) and Anemone has already done sterling work answering the queries raised about Mythic Russia. However, if anyone does have any questions or comments, please do raise them and I'd be happy to respond.
All the best,
Mark