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HeroQuest (role-playing game)

HeroQuest Core Rules
Heroquest logo.jpg
HeroQuest Logo
Designer(s) Robin D. Laws
Publisher(s) Moon Design Publications
Publication date 2009
Genre(s) Multi
System(s) Narrative
HeroQuest
HeroQuestRPGCover.jpg
Designer(s) Robin D. Laws
Publisher(s) Issaries, Inc.
Publication date 2003
Genre(s) Fantasy
System(s) Custom

HeroQuest is a narrativist role-playing game written by Robin D. Laws and published by Moon Design Publications under license from Issaries, Inc. (July 2009). It has its roots in Greg Stafford's fantasy world of Glorantha, but was designed as a generic system, suitable for, but not tied to any particular genre. The game's mechanics are focused on quick resolution; Contests are resolved by comparing the results of two twenty sided dice, each tied to a character ability chosen by players and/or narrator. After the die roll, the participants work together to interpret the outcome in story terms.

The (second) edition of HeroQuest has a firm narrativist basis and focuses on dramatic presentation and storytelling techniques:

Who Prospers?

It is an unavoidable fact that all roleplaying games favor certain player skill sets. Where some games reward memorization, an instinct for math, and the willingness to comb through multiple rulebooks for the most useful super powers, HeroQuest tips the scales for creative improvisation, verbal acuity, and a familiarity with the techniques and stereotypes of popular fiction. - Introduction, HeroQuest Core Rules

The system is built around abilities and keywords. A Keyword is a broad term to sum up several abilities, such as a profession or a homeland or culture.

There are three main methods to create a character: Prose, List, or As-You-Go.

In the Prose method, the player describes the character in a couple of sentences for a total of 100 words. The player then selects words and phrases from the description to be used as character abilities. Depending on the game setting, the description can include Keywords to indicate a character's profession, homeland, and other affiliations. Keywords can be used to imply certain abilities.

In the List method, the player starts with choosing one or more Keywords as appropriate for the setting, and then chooses up to ten additional abilities and up to three flaws.

In the As-You-Go method a player states their character concept and defines Keywords and abilities during play based on what they think their character would know.

Characters are defined by a list of their abilities. Keywords are an optional rule that allows abilities to be grouped together for simplicity. For example, a character might have a keyword representing their Occupation, and this is assumed to contain all abilities relating to that occupation. Other keywords might cover the character's background culture, homeland or magical tradition.


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