HEROQUEST
Copyright 1992 by Stephen R. Marsh
Preface, Legalese, Etc.
The following is my outline for the 1993 Draft rules for
Heroquest. It puts everything together that I've put together in
the past. Permission to copy for personal non-profit use is
extended to June 15, 1993 under the same terms and conditions as
the 1992 Draft rules and as long as the proper copyright notice
is incorporated in the copy.
BASIC OUTLINE WITH NOTES
I. What is a Heroquest?
A.Introduction
B. The Basic Concepts
<This section was printed in a condensed form in issue #7 of
Tales of the Reaching Moon>
1. The Tale
2. The Parts
3. The likable (or admirable) hero
4. The difficulty (problem or goal)
5. The beginning of the quest
A. The Call to Adventure
B. Preparation of the Hero
6. The journey/travel
7. The initial confrontations
A. The three conflicts/tests/trials
B. Forms of conflict
riddles, scavenger hunts,
gambles, trades, fights, etc.
8. The major confrontation
9. Aftermath
10. The Return Home/Story's End
11. Resolution
12. Happily Ever After . . .
I find that there are two very good sources for sample
heroquests. The first is rituals and the second is myths.
Every ritual is a heroquest. The feast of the spear, cel-
ebrated by certain sylphs, recreates the story of Orlanth's
spear. While the mundane ritual is simple, it reprises elements
of the quest. Every ritual can thus be extrapolated out to form
a quest with similar stages and elements.
Myths are interrelated and woven into all rituals. The
reverse is also true, every myth contains the seeds or patterns
for a ritual.
I assume, for play purposes, that every story that has made
it into the fabric of myth has created its own echo on the hero
plane. I then create a heroquest from the elements of the story
or myth.
First, the Tale
The first step in creating a heroquest is to choose the
story or tale that reflects the myth. There should be a simple
form that is the common story. There should then be an intricate
variation that is the version known by the illuminati or those
with the gnosis. (In varying degrees of completeness, this
version will be known from everyone from lay members to inner
circle runemasters). Finally, there is the flip side of the
story known to enemies. (Imagine the story of Jack the Giant
Killer as told by a Giant).
Second, the Organization
All quests are organized into generic parts.
The likable (or admirable) hero. <Why and who is being followed
by taking this quest.>
This tells us who the quest is for. In defining
the hero we decide who can participate, who the
quest is open to, and what the quest is.
The difficulty (or problem or goal). <Why the quest was under-
taken in the first place and why anyone should undertake the
quest now.>
This defines what the quest can accomplish.
It also defines the danger level of the quest
the results of failure or success and the loss
that can be expected regardless of outcome.
The beginning of the quest. <Where and how in the mundane world
the quest is begun and where and how the quest fits into the
mythic world.>
This is found from how the story begins and it
defines the preparations necessary for the quester,
the mundane activities associated with the quest,
and how the characters will enter the mythic levels
and begin to interact with the heroplane.
The journey/travel. <The beginning of the quest and acclimation
to the mythic realm.>
All quests have an element of travel in them.
This part of the quest also defines where the quest
takes place, both physically and in mythic
terms. (e.g. this quest takes place in Prax,
the character spends most of her time in the
normal world with some interaction with the
creatures of the hero plane).
The initial confrontations. <Including the threshold guardians,
if any, and the tests that prove the hero worthy to undertake the
quest.>
These conflicts set up the major conflict and
give color to the quest. They may be riddles,
scavenger hunt items, combats or sight seeing
tours.
The major confrontation. <This is the defining moment for the
hero and is shaped by the rune affiliated with the quest.>
This is the major fight, gamble, trade, or other
encounter. It is often broken up into three
segments.
Aftermath <Often the proving of the virtue of the hero now that
his or her power has been proven.>
This includes subsequent and misc. encounters.
This also may include fleeing with the reward.
The story's end/the return home <Often linked to choices made in
the aftermath when the hero's guard has been let down.>
This gets the hero home. Often different ways of
returning have different results. A hero may go
home late, early, in the wrong shape or as a new
person if they leave the quest in an alternate
fashion. This also ties up loose ends in the mythic
realms.
"Happily ever after . . ." <The side-effects of the quest.>
This is what trailing effects the quest can have.
It may be simple, as in extra respect in the cult
and the hate of all trolls. It may be delayed, as
were many of the god-learner meddlings.
Misc. problems <The mundane world's current shape and it's effect
on the quest.>
All quests have external influences distorting the
pure form. It may be as simple as political consid-
erations (Orlanth quests inside of the Lunar Empire
are directly interfered with for political reasons)
general decay (a quest that used to take place in a
city can be altered if the city falls into decay) and
as complex as major mythic tangling (as occurred
with quests touched by the god learners).
Branches and related quests <Important for quests gone astray,
etc. Also illustrates the structure of myth.>
Most quests have the chance to branch into other
quests or have related quests. A fight against the
devil can become a fight against the lunar goddess.
Lightbringers can become a resurrection scenario.
The creation can become the birth of Gjabi.
Third, the rules
Different kinds of rules require special attention. For
example, if you are using the Pendragon modifications that I use
and prefer these days, you need to go through and note every time
a trait contest can be worked into the plot.
The special factors of the rules you are using need to be
considered in the design of your quest at an early stage.
Fourth, the fine tuning
Once I have a story and I've broken it into its parts, I
then decide on what power level to reflect in the encounters, the
preparation and characters. It also affects the rewards that are
proper.
For example, some quests merely allow access to a specific
spirit magic spell or an allied spirit. These quests, while rich
in mythic images and scenery, should have relatively mild en-
counters and problems. They also have relatively mild rewards.
On the other hand, there are a number of quests for bringing
a person back from the dead in a form more powerful than the
person was before death. These quests are dangerous.
Danger and reward levels are easily tuned up in working out
the minor encounters. When these are finished, the major en-
counters should be detailed and then the minor (or preliminary)
encounters should be retuned and the exits worked out again.
MY FAVORITE EXAMPLE
My favorite example of these elements is what happens prior
to the main event in the Yelmalio Hill of Gold quest.
In that arrangement, four sets of questers participate.
Zorak Zoran, Yelmalio, Orlanth and Inora.
Each set prepares in its own mundane fashion and goes to a
specific physical location. There are numerous nuisance encount-
ers and preliminary problems in making the preparations and in
the travel. Political considerations can often stop a team from
participating.
Next, each set has three major encounters -- of semi-mu-
ndanes (the other quest teams), but on the heroplane. Zorak
Zoran trades with Inora, defeats Yelmalio and is bested by Or-
lanth. Etc.
Then, each set can return to the mundane or they can go on
to other quests. E.g. Orlanthi can go onto the lightbringer's
quest (at its second level). Zorak Zoran can go on to fight
chaos. Inora/White Princess can begin the drepnir quest without
sneaking through a Yelmalio shrine. Yelmalio can go on to the
Hill of Gold.
Again, the hill of gold is pretty simple. There are the
preliminaries (above) that can be handled on the heroplane or by
encounters on the mundane level and then entry into the hero-
plane.
I allow the preparation to greatly alter encounters and
other things -- as it should. Proper preparation keeps the hero
on the correct path at the correct "depth" or level of power in
the mythic world.
After the preliminaries there are three major encounters on
the hill. Then a suitable reward (the d8 roll is modified by the
success of the quest).
The characters then return to the mundane world and journey
home.
C. Basic Heroquest Types
1. Mundane
A. Simple rituals/Worship
B. Substitutions
2. Simple
Initiation
Starting on the heropath
3. Heroic
<This includes both basic and intermediate type quests as
well as some advanced quests.>
A. Gaining the true ally
B. Gaining the left handed power
C. The Mastery, Luck or Fate Rune
D. Following the path of the god.
4. Superheroic
A. The Infinity Rune
B. The trip back from hell
D. Basic Heroquest Forms
1. The Trip to Hell
A. As judgment/Land of the Dead
B. As entropic sink
C. As the realm of enemy gods
2. Following the Path of a Hero/God
3. Seeking an Audience with the Powers
A. Meeting the Hero
B. Meeting the God
C. Contact with a Rune/Ideal
4. Passing the Portals
II. Where do Heroquests take place?
<Actually, all heroquests take place in one of three loca-
tions: mundane, transmundane/mythic and sacred. In the mundane
it isn't a heroquest [yet] but can shape and prepare for the
quest. In the transmundane/mythic everything that happens is a
part of the heroquest. In the sacred, the bridge between the two
realms occurs. Think of the following section as more a descrip-
tion of terrain types -- like forests, lakes, etc. -- and not of
mythic types.>
<Note: this section makes use of my various Shattered Norns
and Shadows areas and rules.>
A. Chaos Realms
1. True Chaos <rather dangerous and unlikely for a quest.
However, a good discussion of what true interplaner chaos is and
its hostility to geometric space belongs here. GMS need this
discussion to understand just what R-, Thed and Malia did and how
that affects the entire Gloranthan world view.>
2. Chaos within the walls of the world <a "com-mon"
encounter -- basically defining what chaos normal is and what
happens when a hero encounters it. Should explain the what and
why of chaos gifts, chaos infected races and the discomfort and
hate that chaos creatures feel when embodied inside of Glorantha
or other geometric spaces.>
3. Chaos Entities <describing and detailing entities for
each level is important. Just what happens when the characters
encounter chaos entities, the difference between the various
types, illumination, etc.>
B. Shadow/Pre-Physical
<Shadow in my RQish settings is different from Shadow in my
D&D compatible Planes of Reality settings. Shadow is a realm of
pre-existence between chaos and reality. Well explained in the
Shattered Norns material. Basically Shadow provides the forces
equivalent to fate and provides a pre-existence for those about
to be born.>
1. Shadow Entities <Not very significant in impact for
any normal character or heroquest. Just basic structural infor-
mation.>
2. Shadow Forces <i.e. magic.>
C. Physical or mundane world
1. Ritual or dedicated locations <e.g. temples & such.
These are sacred places. Temple quests always take place here as
do most worship ceremonies.>
2. Magic locations <those areas on the edge of the physi-
cal world that are still close to the world.>
3. Other "touched" areas <i.e. other areas where the
mythic can reach into the "normal" world. Generally this means
magic locations, but it provides a different way to identify,
describe and define same.>
D. Gray Zone
1. Regular, organized zones <or routes. Psychopomps are
the most obvious travelers of organized zones or routes as are
elven or faerie kingdoms in Arthurian lore.>
2. Accidental encounters <Referring back to the encount-
er charts in RQIII/RQIV.>
3. Off the beaten path <Or what happens if you get lost
or start wandering once you leave mundane reality.>
E. Dream Realms
<Again, an area well developed in Shadows, CALL OF CTHULHU
and Shattered Norns.>
1. Structure <Dreams have their own structure.>
2. Quests vs natural dreams <To paraphrase Freud
"sometimes a dream is only a dream." However, many famous quests
in Western tradition have taken place in dreams. The rules
should cover this.>
3. Dream Entities <In my campaign this also includes
some elves. Amazingly, in Robert Jordan's Wheel of Time series
it includes wolves. What- and whoever is on or in the dream
realm should be discussed here.>
F. Hero Plane
<Ok, after lots and lots of descriptive text, this is where
most quests take place. All of the foregoing text should give
structure and explanation to this portion.>
1. As an echo/middle ground
2. As a lesser area of myth
<The "hero plane" has two separate definitions. I think
that both can be handled within the rules. In the one, it is the
echo, reflection or shadow of the myths, where variations and
substrata play themselves out. In the other, it is the lesser
area of myth. I can't see why it can't be both.>
3. Hero Entities. <There have to be some unique or most
often encountered on the Hero Plane.>
G. Incarnate Myth/God Time
<This is where the characters go when they go to meet the
gods -- as in the quests for the berserker frenzy, etc. often
illustrated by Sandy Petersen. It is also where the gods are and
where reality has its foundation.>
1. "True Reality" <This is it. Changes here effect the
mundane world. [the use of the word "effect" is intentional in
this setting.]>
2. Notes <This is where all the comments on reality,
gods, heroes, etc. that have not otherwise made it into the rules
can be fitted. A catch-all space for important terrain comments,
notes on gods, etc.>
3. Gods/Runes. <Here is the place for complete genealo-
gies, rune identities, etc. Also other Incarnate Myth Entities
should be discussed here, including Time, Great Dragons, etc.>
III. Nuts and Bolts to run Heroquests
A. Basic Mechanics (Dice Rolling)
1. As d% (for straight RQ character sheets)
2. As dy/d6 (making the rules accessible to non-RQ game
systems)
<My variable certainty rules which both allows the measuring
of successes and difficulties and allows more certainty when
things are more stable or controlled.>
B. Basic Mechanics (Not dice oriented)
1. Card games (using cards to tell stories -- much like
romance and tarot cards can be used).
2. Tile games (using tiles and boards, such as the old
Chaosium Dungeon tiles, to lay out quests).
3. Board games (the old boardgame trilogy rules for
making heroes).
4. Computer games/flow charts (everything from the old
Tunnels & Trolls solo/choose your own adventure format to the
same thing in a sophisticated computer form).
<The idea here is to illustrate how varied mechanics can be
and to give some perspective on what is really happening. Most
GMs, without nuts & bolts, really have trouble putting quests
together.>
C. Additional Mechanics <d6/d%>
1. For combat
2. For other
(Note Appendix A -- Errata for RQIII)
(Note Appendix B -- Expanded Rules for RQIII)
D. Basic Additions
<This is where the rules actually begin to add something
new.>
1. Traits
Trait List/Explanations
Trait Packages for Gods, Runes
<Basically adding David Dunham's Pendragon Pass to Runequest
-- important because of the flavor and direction it gives to
Heroquesting. Using traits causes roleplaying to converge with
minimaxing.>
2. Glory (Presence) <One of two currencies or experience
point equivalents for heroquesting. Sometimes thought of as PATH
WILL>
3. Will <also FREE in earlier drafts. The ability to
make new choices or decisions -- FREE WILL as contrasted with
PATH WILL -- strength to apply or succeed doing something done
before.>
E. Revised Character Sheet w' explanations
<The revised heroquesting character sheet capsulizes many
important rules in a nuts and bolts fashion.>
F. Notes on Runes
<This is very much an important part of the mechanics. Up
to now all of the rules have only explained the background and
setting for what goes on with the Runes.>
1. The Runes
2. Rune Factors and how to use them.
<Lots of notes, some more mechanics for quantifying and
limiting what goes on -- if the same is desired. Basically, a
way to set proper risk and reward ratios and to control the speed
and direction of character progress.>
G. Special Notes on Runes
<Infinity, Mastery, Luck, Fate, and more notes that need to
be in the rules but did not fit anywhere else.>
IV. Sample Heroquests <!!!!>
A. Simple -- The Seven Stairs and Sacred Time.
-- Where heroquesting really starts and the most common
quest encountered.
<The first simple quest is a basic, hillside/countryside
quest. This, or any of the recent quests in Tales of the Reach-
ing Moon, fully fleshed out, would do. The Old Hare's Riddle is
a great one to place here. The second simple quest is a sacred
time ritual or a very simple temple quest. Two kinds of simple
quests need to be here. The simple yearly rituals and basic
simple quests -- first steps on to the heropath.>
B. Basic -- Drepnir Quest and Hill of Gold.
-- What most gamers think of when they think heroquests.
<It is time to flesh both of these out the rest of the way
with enough notes, examples, full encounters, character sheets
and charts so that anyone can run this the same way that an
experienced heroquest GM would run it. These basic nuts and
bolts sort of quests are well understood, often run, and have a
complete line of impact and decisions. This is as far as many
characters will ever get or many GMs will need to run.>
C. Intermediate -- Lightbringers and Berserkergang
-- What most Gloranthan adventurers think of when they
consider questing. Crosses the gap from just "super-Runequest"
to true heroquesting.
<The Lightbringers is the first heroquest and the classic
Orlanthi quest. This is the sort of quest all "real" hero-
questers should go on. Powerful, major myths, enacted and fol-
lowed. Lightbringers is the great pattern quest for Orlanth,
Sartar and much of the world of Glorantha. It illustrates every
major motif and purpose of heroquesting. The Berserkergang is
Sandy Petersen's favorite quest and another classic.>
Advanced -- Pharaoh and Seven Mothers.
-- Quests that make heros and superheros.
<Pharaoh is one of the great pattern quests. Invaluable for
gamemasters to look at and think on. And Seven Mothers may be
considered a major quest for the Lunar Empire ?. Two quests
showing gods and true heroes in the making. Finishing off the
quests with this one leaves very little unillustrated or in need
of explanation.>
V. Afterword/Notes
Appendix A -- Errata for RQIII
<This includes both the Chaosium Errata and my own notes and
comments. It is on the Shattered Norns disks and is useful for
anyone. You can order the Chaosium Errata photocopy sheets by
sending a SASE to the Chaosium. Basically, the Errata transforms
RQIII to RQIV.>
Volume I Players' Book
Volume II Magic Book
Volume III Gamemaster's Book
Volume IV Creature Book <Including my Shattered Norns
creatures.>
Appendix B -- Expanded Rules for RQIII
<My Shattered Norns house rules supplementing major RQIII
rules with an eye towards important concerns I had with the
rules, heroquesting, etc.>
Rules1 Player Character Creation--Basic System
Rules2 Sample Character Archetypes
<A useful addition to most campaigns. Basically, archetypes
that can be put into play immediately without having to roll
dice, spend lots of time.>
Adventurer
Hunter/fighter
Proto-Berserker
Sneak Thief
Sorceress
Rules3 Extended Career Paths
<Expanding the career paths to cover Shattered Norns and
Mist World.>
Matrix Manipulators
Others
Priest
Rune Master (Magic use, not cult status)
Rune Priest
Shaman Apprentice
Soldier: Light Foot
Soldier: Skirmisher
Soldier: Heavy Foot
Sorcerer
Trade Family Member
Wizardling
Rules4 Wizardry
<Spirit shirts, elemental languages, and all. Wizardry
provides an excellent example of how runic identities, myths,
etc. can be wrapped up into entire systems.>
Air
Dark
Earth
Fire
Water
<I'm currently planning to leave out the twisted wizardry of
the Magnethi as it is useful only for some sort of chaos wizardry
that I have not seen reflected in Glorantha.>
Rules5 Specialized Combat Rules
Rules6 Harpists
<Magic from songs. Elovare Harper gets his own cult and
magic school.>
Rules7 Chaos Shaping
<Similar, but going in the opposite direction, to Storm-
bringer demons. Could be used to handle superpowers in a fantasy
world. Quantifies chaos.>
Rules8 Spiritual Essences
<Reflection will show various types of magic tied to each of
the areas. That is intentional. Covers the opposite end from
chaos and is useful for reflecting on attributes and forms that
wielders of spiritual essences/platonic ideals might use [e.g.
what gods, heroes, etc. are doing and with what]. See also
Rules11 below. Among other things, the runes are also spiritual
essences and platonic ideals.>
Rules9 Dreams, Shapeshifting and Illusions
<Filling out holes or weak areas in the rules.>
Rules10 Shadows, Spells, Matrix Magic
<Following in David Dunham's footsteps and expanding magic,
centralizing spells, and updating all of the spells available
into one set of lists, etc. See below on rune or divine magic
spells.>
Rules11 Spirit and Psionics
<Finishing off the sequence and the rules.>
General Thoughts
<Limiting and controlling magic and its access and effect.
Other thoughts.>
Appendix C Useful Props
Typical Encounters/Contests for Trait Contests
<This section contains outlines and examples for how to set
up an encounter that provides a trait contest for each of the
trait pairs. A couple-three examples and outlines for each pair.
All heroquests should include a few and few GMs have much experi-
ence with setting up trait contests, so the rules ought to offer
some help here.>
Chaste......./.....Lustful
Energetic..../.....Lazy
Forgiving..../.....Vengeful
Generous...../.....Selfish
Honest......./.....Deceitful
Just........./.....Arbitrary
Merciful...../.....Cruel
Modest......./.....Proud
Pious......../.....Worldly
Temperate..../.....Indulgent
Trusting...../.....Suspicious
Valorous...../.....Cowardly
Typical Encounters/Conflicts for each Rune
<The runes are to actions as the traits are to motivations.
It isn't enough for most GMs to define the runes and let it go.
The rules should provide outlines and examples for each rune in
action. In addition, this is the place to tie skills, spells,
etc. to each rune and more fully define what the runes mean and
how they affect choices, conflicts and resolutions.>
Rune Opposing Rune
Air Dark
Anarchy/Chaos* Law*
Beast Plant
Change/Movement* Stasis*
Dark Fire
Death Life/Fertility*
Disorder* Harmony*
Earth Air
Entropy/Chaos* Infinity*
Fate Mastery
Fire Water
Harmony* Disorder*
Illusion* Truth*
Infinity* Entropy/Chaos*
Law* Anarchy/Chaos*
Left/Dragonewt* Magic*
Life/Fertility* Death*
Luck Fate
Magic* Left*
Man Beast
Mastery Luck
Plant Man
Shadow* Spirit*
Spirit* Shadow*
Stasis* Change/Movement*
Truth* Illusion*
Water Earth
(* means rune is part of an opposing pair, e.g. Illusion/Truth)
<A good place also to organize lists of all of the rune
magic currently accepted and where each spell fits in relation to
the runes.>
Typical Motifs/Elements
<These are the nuts & bolts of the encounters characters
will have on the heroplane. A good list is invaluable. In
addition, these are the hingepoints or cross-overs of myths and
the web of myth.>
Altars
Best Friends/True Allies
Chance Met Friends
Combat
Guardians
Home
Psychopomps
The Chase
The Hunt
Threat/Person in Need
Thresholds
Appendix D Character Sheets, Charts, Etc.
<This includes character sheets for nations and ethnic
groups, mythic creatures, etc. Charts for time flows, myth
flows, etc. Maps. Everything that can be reduced to a chart or
a table.>
YOUR NOTES HERE
AFTERWORD
A good look at the various materials and games I've run over
the past several years, since 1969 or so, will reflect that most
of the parts of this outline have already been written and have
already been out in distribution. This outline gave me a place
to put it all together (in a way that I hope is [far] less con-
fusing than the last attempt I made).
I'm not sure where I plan to go from this outline. I'm
beginning to think that this outline (and prior essays together
with Tales From The Reaching Moon) is enough and that anyone who
really needs to run a heroquest should go on from here (finishing
their own rules as a part of the GMs Quest ...).
Let me know what you think.