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.  




        I. What is a Heroquest?




             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 


             These conflicts set up the major conflict and

             give color to the quest.  They may be riddles,

             scavenger hunt items, combats or sight seeing



        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



        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



        "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 



             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 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 



             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-



             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 



             C. Basic Heroquest Types


                 1. Mundane

                    A. Simple rituals/Worship

                    B. Substitutions


                 2. Simple


                    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-



                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 



             <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 



             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 



                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 



                2. Glory (Presence)  <One of two currencies or experience 

        point equivalents for heroquesting.  Sometimes thought of as PATH 



                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 



             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 



        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.>





                Sneak Thief



             Rules3 Extended Career Paths


             <Expanding  the  career paths to cover Shattered  Norns  and 

        Mist World.>


                Matrix Manipulators



                Rune Master (Magic use, not cult status)

                Rune Priest

                Shaman Apprentice

                Soldier:  Light Foot 

                Soldier:  Skirmisher

                Soldier: Heavy Foot 


                Trade Family Member



             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.>








             <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 



             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.>















             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.>



                Best Friends/True Allies

                Chance Met Friends





                The Chase

                The Hunt

                Threat/Person in Need



        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.>










             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.