A Marvelous Roleplaying System
The book includes everything you need to have to start a campaign in Glorantha: basic overview of the setting; character creation; magic rules for spirit magic, rune magic, sorcery, and Lunar magic; seven complete cult write ups; heroquesting rules and explanations; monster descriptions; themes of Glorantha; and even an introductory adventure that will take your heroes on a heroquest into the Underworld!
A World of Gods, Heroes, and Mythic Fantasy
Glorantha is the most elegant, original, and imaginative fantasy setting since Middle Earth. It is a world of exotic myth and awesome magic, self-contained and unique in its creation. The existence and use of the magical and mythic realms are central to the physics of Glorantha. Here the gods and heroes guard and guide their followers, sharing magics while pursuing their own enigmatic ends.
Glorantha’s detailed cultures, histories, and myths are shaped by gods, heroes, and magic, and yet are plausible and logically self-consistent. Glorantha has been the setting for the Dragon Pass board game, the original RuneQuest roleplaying game, and the award-winning computer game King of Dragon Pass. Glorantha is fully described in the Guide to Glorantha, available from Moon Design Publications.
A Complete Roleplaying Game
HeroQuest Glorantha is the HeroQuest 2 rules system specifically tailored for Glorantha. It presents a simple rules system that allows Game Masters to run games modeled on ancient myth, epic sagas, and tales of high adventure. HeroQuest encourages creative input from players, resulting in an exciting, unpredictable narrative created through group play.
What the Critics Say
"HeroQuest Glorantha brings together everything that a game set in Glorantha needs to get started… and does so in one well-written book."—Reviews from Rl’yeh.
"To me, Glorantha is about stories, and HQG is the best tool I have to explore that… for purposes of pure storytelling--Glorantha or otherwise--I have yet to find a gaming engine that works as well as HeroQuest does."—Andrew Logan Montgomery, Exploring the Otherworlds of Fiction, Magic, and Gaming.
"…the purest example of a narratively-focused tabletop RPG out there that still plays more-or-less like a traditional tabletop RPG... something that I think anyone interested in that style of play should check out."—Play To See What Happens
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PDF Product Name: [HeroQuest Glorantha - PDF]
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- Page Count:
- Color Hardcover
- Jeff Richard, Robin D. Laws, Neil Robinson, David Scott
- Cover Artist:
- Jonny Hodgson
This is a book with the second edition of Heroquest specifically presented in the world of Glorantha. Seeing as Heroquest evolved from Hero Wars: Epic Roleplaying in Mythic Glorantha, it is quite fitting Heroquest returned to Glorantha. You are greeted with a wonderful cover by John Hodgson. The introduction is a must read, as it explains the type of thinking that is best suited for this game i.e. a very narrative, story driven system is the way of Heroquest along with it's principal of Maximum Game Fun. This game is not about simulation, it is about telling tales and myths of Glorantha similar to the style of the folklore and myths of our world. By page 32 we get an overview of Glorantha, Runes (fundamental part of the game) In character generation you will get 3 Runes. Dragon Pass is described including a map and timeline. Reading the history, Glorantha feels epic and this is credit to the writers and the vision of Greg Stafford, the creator of Glorantha. I already want to adventure in Glorantha, I find the text that evocative. The core mechanic is when there is a plot obstacle it creates a contest. The GM and Players "Frame the Contest" where they agree the prize or objective, the players state what tactics they intend to use, what abilities and how they intend to use them. The player seek to roll under the score in the ability they are using on a D20. There may be modifiers. The GM decides difficulty and rolls a D20. The results are compared and a degree of failure or success is generated. Players do have Hero Points which can affect this. Plenty of examples of contests are given and the impact of success and failure in a contest is described eg in a comabt situation failure will potentially mean injury or even death. The Magic and Cults is over seventy pages, covering four types of Magic (Spirit, Rune Sorcery and Lunar) as well as some of the Gods themselves. At this time, the Gods still walk the among the mortals. Heroquesting is described and are generally connected to the different Cults. In simple terms, these are Epic Quests, like the heroes of Myth and Legend. You get a bestiary with the classic Gloranthan creatures Dragonewts, The Uz, Broo and Ducks amongst others. The final chapter is Gaming in Glorantha which is advice for the GM, there is advice all through the book to be fair. The book is rounded out with appendixes and index. There is no character sheet but available for download. The book is beautiful, I already mentioned the cover. The paper used is high quality gloss paper, most art is black and white, still of a high quality and there are some full quality pieces. Glorantha is epic. Heroquest Glorantha is epic. If you like a highly narrative story based style of play you will love it