Our infrequent game of Gloranthan Knights and Wizards hit session four last Sunday. We’re playing in Kingdom of Loskalm, Land of the Hrestoli Idealists, although session 3 saw us hop over the border to wild and woolly Jurona. In this green and pleasant the land, with the occasional chilly patch, the player heroes started off as adopted ‘peasants’ working their way through the Bording Farm to toughen them up to become Soliders, which they successfully did by the end of session 2 and they are now currently Soliders of the Provincial Army of Pomas. Future episodes will see them progress up the Loskalmi social ladder through the higher ranks of the Knight class, the magical mysteries of the Wizard class and finally up to the heady heights of the Lord class.
I’m really liking playing in the Gloranthan West. Since all the characters are Sorcery using Atheists – ok so they follow the Invisible God but every one knows its a sum expression of logical laws of magical reality in Glornatha – there’s no ‘God/Goddess of the week’ syndrome. In short its a break from the Gloranthan norm of “101 Gods whose names/mythology I can’t remember”.
The HeroQuest 2nd edition rules are really groking with our group, and we are beginning to squeeze the most out of the game engine. Lingering benefits/penalties, were if you win/lose a contest the effects carry over until you lose/win your next contest, got the spot light this session. Oh and we had many occasions where the players failed their contests. Sure hero points bail you out,flattening out fumbles to simple fails, but the ‘I win, I Win and I WIN AGAIN’ syndrome of HQ1 is truly gone.
Plus we’ve got some new players in the group which is making us rock harder and upping the fun quotient