Skip to content
The Well of Daliath
Menu
Menu

HQ2 – Lots of Lingering Penalties (2012

Submitted by pansophy on Mon, 19/11/2012 – 02:46

Hello Forum,

during our last session the players hat a lot of bad luck and ended up with heps of Lingering Penalties, most at the -3 (Hurt) or -6 (Impaired) level.

Since every Marginal Defeat gives a -3 (Hurt) Penalty, it was very easy to accumulate so many of them, the players were no longer able to pull off even basic contests.

So, I either made the mistake of coming up with too many contests during one session, or I do not get it right.

Any advice of you guys how you handle it? Also, can you give some example Penalties and how you phrase them? Maybe I phrase them too broadly?

Any help is appreciated as this is currently a big issue at our gaming table.

Thanks! 🙂


Lots of penalties is perfectly fine

Submitted by RoM on Mon, 19/11/2012 – 04:07.

Lots of penalties is perfectly fine. Imagine yourself in the realworld having a really bad day at work. 8 hour shift plus 4 hours overtime, difficult customers, angry boss, computer crash, no AC/heater etc. In the end of the day you are really tired – and you will have a lingering penalty on almost anything.

Some penalties (most of the -3) will go away just by spending some recreational time. For bigger penalties you will have to do something actively: reconcile with your boss, persuade the IT guys to put your computer ticket on urgency level etc.

For a narrator that means: don’t worry giving your players penalties, but give them the chance to heal again, too.

The easiest way to apply penalties is by giving it to the ability used in the contest and similar abilities. All kinds of combat for a sword or pistol failure. All kinds of social abilities for a failure in a public speech or in a negotiation. However, that is not the way you *have* to do it. Sometimes a complete defeat in a duel will give you a reputation/social penalty rather than a combat penalty. You could apply the penalty also to the means of reaching the goal instead of any specific ability. So any defeat will leave their daily life intact but makes it harder to accomplish their mission.

Cheers

Robin


So I did it right …

Submitted by pansophy on Mon, 19/11/2012 – 06:00.

That’s the way I did it. One player character started out to ruin the communications array, tried to find a manual in the computer database only to get frustrated and annoyed by his own inability with computers. So he set out to fix the antenna by hand, without any help – and broke his leg by climbing the mast in bad weather.

This all more or less rendered him prettyy much useless for the rest of the evening – and the otheres did nor fare much better.

They decided to take a break, wait for the next morning and start fresh and relaxed (so all of the -3 penalties were gone). It did not help too much, but they rolled a lot of 20ies … Nothing I could really do a lot about it.

I think next time I will use the optional rule to roll higher instead of lower to have a marginal success. Otherwise I do not see a lot of a benefit of augmenting a contest.

— 

cheers, Rob


Yes, you did it right.

Submitted by RoM on Mon, 19/11/2012 – 10:39.

Yes, you did it right.

I think the “high wins rules” is indeed the better rule. You said the reason yourself: augments work much better that way.

Also remember the success-failure-cycle. When your character had a really shitty day, make the contest in your next session a bit easier to give them some feeling of success.

Besides that players have to live with defeat and penalties. That’s life. 🙂

RoM


Thanks!

Submitted by pansophy on Tue, 20/11/2012 – 03:59.

wouldn’t it be awesome, if the player’s dice would come up with low numbers next time 😉

The next session will definitively be a lower opposition …

Also, it helped thinking of states of adversaries/victories like this:

+3 = penalty/bonus affectes the character on a personal level

+6 = penalty/bonus affectes the character on a group level

+9 or bump down = penalty/bonus affectes the character on a community level

It helped me to come up with something different than the usual stuff (sprained muscle, bruises, broken limbs, broken equipment, etc) and instead some diverse lingering effects came into mind (like “coward”, “anxious in darkness”, “regarded as a fool”, “loss in reputation”, etc.). Even the players now have a better understanding on what the tables could mean.

HeroQuest is a complete different game. It takes a lot of time to get your mind around it – but when it “clicks”, it is just awesome.

Bad thing these “clicks” come in dribbles, and I sometimes really could need a steady stream. 😉

— 

cheers, Rob


Bruised and battered, but still standing

Submitted by Herve on Mon, 19/11/2012 – 13:12.

I agree with Robin – you handle it right. SXXX days happen, and only rising above this can the PCs prove their mettle. Indeed give them some time to “heal”, and set a low difficulty level for the next contest.

As for rolling higher = success, even I have began to apply this rule, inspired by great gamemastership by (also Great) Ian Cooper. It all flows more easily.

Almost laughed out loud while reading the misery your PCs went through. Did they exorcize the dice, KoDT style?


Cursing the dice

Submitted by pansophy on Tue, 20/11/2012 – 04:02.

Did they exorcize the dice, KoDT style?

Hahaha, would have been an option. 😉 They were cursing and calling out names at them. Was fun to watch. Then they exchanged them, I did that as well – to no avail. It was just a crappy day … 😀

BTW: did you put up the nice Glorantha map you got at the Kraken? How does it look like?

— 

cheers, Rob


The nice map from Kraken

Submitted by Herve on Fri, 23/11/2012 – 17:01.

This map now hangs from my living room wall, framed in a nice wooden frame, and I like to watch it from time to time. It’s one of a very few in the whole world and I like the idea!

As for dice, I saw a kickstarter for spinner dice. They’re rings which you slip on your fingers and spin for a random results. Love the idea, can’t wait to get one.


The spinning dice / Lingering Benefits rule

Submitted by pansophy on Mon, 26/11/2012 – 22:28.

Yes, I think Fabian posted a link and I was looking at them. They look nice, indeed.

In regards to the 1001 Lingering Benefits the characters collect during an adventure: I just came up with a rule the players can “cash-in” multiple Benefits that add up to a  +9 into a +1 to an Ability.

For example: a character has “+3 shooting”, “+3 using pistol at close range” and “+6 aim at vital organs”, he can cash-in these overall +12 benefits into a +1 to the Ability of “Firearms” (or write the Ability on the sheet (rank 13), if the character does not have a corresponding one).

Obviously this will have to reduce the amount of HeroPoints the players are handed out at the end of an adventure. I reduced them to 3 to 4. The players still get the 2-4 HP per game session, though. Only the higher amount at the end of an adventure is no longer given.

The Players can only cash-in Lingering Benefits at the end of an adventure. It represents the characters thinking about overcoming their latest obstacles and adversities and how they used their Abilities to become heroes.

Rules wise, characters will advance Abilities they use during an adventure and do not need to come up with explanations why they want to raise an Ability. It also encurages them to come up with good descriptions for Lingering Benefits, so they can be used for more than one Ability. Also, it represents a cheap way to raise an Ability for more than one point.

It is possible to raise an Ability by more than +1, if the character has sufficient Lingering Benefits that add up to multiples of +9.

Any thoughts?

— 

cheers, Rob


Related Pages

  • D101 Games – Empires Ending (2013)
  • D101 Games – Empires Rising available in PDF (2012)
  • D101 Games – HeroQuest supplements included in GMs Day sale (2013)
  • HQ2 – 1 mastery equals 10 men (2012)
  • HQ2 – Area effect spells/weapons (2013)
  • HQ2 – Berserk Magic (2013)
  • HQ2 – Community abilities (2013)
  • HQ2 – Compelling Conflicts (2012)
  • HQ2 – Conversion Rules for RQIII to HQ – is there such a thing? (2013)
  • HQ2 – Daka Fal Help (2012)
  • HQ2 – Default resistance (2012)
  • HQ2 – Doing things without skills (2013)
  • HQ2 – Edges from Hero Wars? (2012)
  • HQ2 – Enhance skills (2012)
  • HQ2 – Fantasy Grounds II Ruleset (2012)
  • HQ2 – Grimoires for the Lhankor Mhy? (2013)
  • HQ2 – HeroQuest II FAQ (2012)
  • HQ2 – Keyword and break-out abilities maximum rating (2012)
  • HQ2 – Leverageable Items from RuneQuest 6 to HeroQuest 2 (2012)
  • HQ2 – Lingering Benefits / States of Adversities (2013)
  • HQ2 – Multiple Abilities in Extended Contests (2012)
  • HQ2 – Multiple opponent penalty in group simple contests (2012)
  • HQ2 – Need some help on framing contests (2012)
  • HQ2 – New characters in an existing game? (2012)
  • HQ2 – Notes from running an Orlanthi Initiation scenario (2013)
  • HQ2 – Pyrrhic Victory (2012)
  • P:GTA – Doubt about the naming contest in Red Moon Rising (Pavis gateway to adventure)(2012)
  • P:GTA – Formal Scene Structure to Facilitate and Intrigue in Pavis Game: Feedback sought. (2012)
  • Perception in HQ2
  • Resistance for players
  • RQ/HQ Confusion (2012)
  • RQ6 – Book of Quests Now Available for Pre-Order (2013)
  • RQ6 –  Previews (2012)
  • S:KoH – Added Mechanics (2012)
  • S:KoH – Sartar character examples (2013)
  • S:KoH – Wyter Abilities from the Clan Questionnaire in The Colymar Campaign (2012)
  • Sidekick rules
  • Single-Source Superheroes–how best to leverage Heroquest for this genre
  • Something Wicked; other Gateways? (2012)
  • Spell Casting “Cost”
  • Tap? (2012)
  • Tips for Solitary GMing (2012)
  • Too few players in a group
  • Using Heroquest for Horror
  • What HeroQuest Gateway supplements would you like to see? (2012)

2012, HQ2, Old Heroquest Rules Discussions

Page Last updated: 2025-02-25 13:42:20

Sections

  • Search Tips
  • Current RuneQuest Glorantha Publications
  • RuneQuest Glorantha Corrections and Q&A
  • Catalogue
  • References for Glorantha
    • Gloranthan Canon
  • Gloranthan Documents
  • RPG Systems & Versions
  • Gallery
  • About This Site
  • Get involved!

Latest Posts

  • The Grasslands of Prax

    Something to keep in mind about Prax. The grasslands of …
  • Praxian Kinship Groups

    Praxian tribes are divided into smaller kinship groups or clans, …
  • Lunar Resettlement of Tarsh after 1460 ST

    After 1460, large sections of Peloria (especially east of the …
  • The Spread of the Lunar Way

    In the Lunar Provinces, about 26% of the total population …
  • Gods of Fire and Sky and the Lunar Way

    The Gods of Fire and Sky co-exist alongside the Lunar …
  • How Much Land is a Hide?

    So in RQ, a “hide” is a unit of accounting …
  • Agricultural Data for RuneQuest

    Back in the late 70s and early 80s, Greg‘s only …
  • Farming in Dara Happa

    In anticipation of the Fire/Sky Book, here’s a few notes …
  • Farming in the Big Rubble

    There are some 1600 humans in the Big Rubble, with …

Links

  • Chaosium
  • Chaosium’s RuneQuest RPG Wiki
  • Glorantha on BRP Central
  • RuneQuest on BRP Central
  • RuneQuest on Discord
  • Prince of Sartar Webcomic
  • Glorantha G+ Archives on Tapatalk
  • Search mailing list archive

Latest from BRP Central

  • Thoughts on running an Animal Nomad/Praxian game
  • Fillable excel RQG character sheets?
  • Where is there a list of temples in Dragon Pass?
  • New on the Jonstown Compendium: Many Suns
  • control entity spirit spell question
  • Subcults vs Associated Cults
  • Gorgorma and Dendara's Chess Game
  • Merged deities
  • Elf plant ships and dwarf stone ships
  • Do Dwarves have souls?

Popular Tags

Boldhome (large city) Chaosium Colymar (Sartar tribe) Contents Cult demographics Cults of Runequest (preview) Ernalda Esrolia (homeland) FRA Furthest (large city) G+ post Gods Wall Greg Stafford Guide to Glorantha (preview) Humakt Jar-eel Lunar Empire Lunar Pantheon Magazine Malkioni pantheon Map Michael O’Brien Mongoose MRQ1 New Pavis (small city) Old Glorantha Q&A Orlanth Orlanthi pantheon Photo reference Population demographics Prax (homeland) RQ3 RQG Sandy Petersen Sartar (homeland) Spirit Cult Star Subcult Tapatalk post Tarsh (homeland & Lunar province) Troll Pantheon Yelm Yelmalio Yelm Pantheon Youtube

Recently added or updated

  • Spirit Magic by Cult and Associate Cult

  • ISS1102 Glorantha: Introduction to the Hero Wars (2000)

  • Dragon Pass – A brief outline (2013)

  • Some Fronelan Population And Cultural Details

  • Notes on Fronela III

  • Notes on Fronela II

  • Notes on Fronela I

  • Hon-eel Temples and Shrine

  • Seven Mothers Temples and Shrines

  • Ernalda Temples and Shrines

  • Barntar Temples and Shrines

  • Babeester Gor Temple and Shrines

  • Voria Shrines

  • Ty Kora Tek Temples and Shrines

  • Asrelia Temples and Shrines

  • Maran Gor Temple, Shrines and Site

  • Odayla Shrines

  • Humakt Temples, Shrines and Sites

  • Orlanth Rex Temples, Shrines and Sites

  • Hippoi Shrines

©2025 The Well of Daliath | Design: Newspaperly WordPress Theme