Hero Wars

Hero Wars
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Benchmarks and Story Arcs

Standard Benchmarks

Here are Issaries' instructions to the authors of the Sartar Rising! scenarios that concern the Benchmarks. This same level of play applies to all subsequent materials that Issaries will publish. Authors should read this, and adapt the cultural specifics herein to their own setting.

These guidelines are for a limited type of player group. The general concepts can be applied outside of this context, but Narrators will have increasingly difficult work if they vary from these assumptions.

The group is of 4-6 players, all with a single hero of common origin from friendly clans. All of them work in a cooperative hero band. One or two of the characters need to be of leader quality (i.e., with up to two abilities at 12w2 or three at 5w2; plus several at 15w-18w; and with appropriate companions). The other characters are, at the start of the campaign, beginning characters generated using the rules in chapter 2 of Hero Wars.

Leader characters are significantly more powerful than beginning characters. Narrators should assign these characters to players if:

  • A player is a leader (by virtue of age, position, or knowledge about the game or setting); and
  • The group can role-play the power difference without jealousy; and
  • The players so chosen can play without dominating everything.

If these conditions aren't met by the players, then the leaders should start out as narrator characters. These charactersare Patrons and serve as role models ("I want to be like him."), help character objectives ("I want a job like his"), and help direct scenario and campaign play by allowing the narrator to give suggestions to the players and act within the episode if the player heroes need assistance.

Leaders and Followers

It is a fact that society is organized into leaders and followers, and that even nature seems to arrange us so. Such inequality is sometimes contrary to the spirit of play for a group of nominally equal players. A group may form a leaderless band where they act together on all things. We don't care about the actions, even if they are aberrations, of a particular player group. They are one small group, and exceptions to anything are always possible. The critical factor is that the rest of the world will operate according to this kind of organization and relationship. As narrators, our task is to present the world and its challenges as they are, and to work with the player group to allow them to fit in or to find a way to get by.

Normal Play Level

Heortling society has four levels of powerful and influential individuals. Their importance is measured in their personal prowess, their individual power, and especially in their influence over other people. This last measure usually equates to be their level of leadership:

  • Ordinary leaders are found everywhere, and are not directly addressed by these guidelines. This level includes ordinary clan chieftains, for example.
  • Important leaders are common. This level includes every tribal leader, every full-time priest or priestess, and every hero band leader who has a significant force behind them. We expect the normal player band to have a leader at this level.
  • Great leaders are rare. Ten or so exist in the land, some by virtue of their following, others by virtue of their divine connections, and others because they are movers and shakers. We expect the significant player band leaders to achieve this level.
  • Unique leaders. The greatest leaders tend to be singular in their presence. A High King or a great champion is such an individual. Narrators may allow a hero to achieve this level, such as being the Argrath.

The Hero Wars Campaign

There is a larger Hero Wars Campaign. The books will state that time passes at the rate shown in the story arc, but that narrators are welcome to slow things down by adding adventures, etc.

I don't think this is the place to discuss stuff about having children, getting old, and so on. (That stuff is theoretically to go into the Hero Wars Campaign supplement.) We here just say, "The World is going on into the Hero Wars."

Our campaign timeline assumes that a couple of adventures occur each Gloranthan year. Each winter the player bands retire to their clans. Or not, as they decide.

Ordinary Stories

The objective of the campaign is to give the player heroes a chance to lead their own ordinary lives, as signified by their relationships with their clans; and to participate in the grand epic events that are going on around them.

In a limited space, I propose the following scheme be used to present the scenarios. First, though:
We will NOT attempt to explain everything that is going on. We need to give A LOT of information about:
    The adventure/story right in front of the players.
    The background (clan interaction) story, as desired.

We need to give ENOUGH information about:
    The local larger scale events going on.

We need to give only EVOCATIVE amounts of information on:
    Larger scale and distant events.
    Events that must happen a certain way, regardless of what the player heroes might do.

The Background Stories

These are not the emphasis of the written adventures. These are handled with:

  1. Things like the Heortling Clan Generator, a list selection, etc.
  2. Example/Trainee scenarios of "What XX People do," which serve as models for later similar actions (possibly in other episodes) that have greater meaning than a clan event.
  3. Close up, in the form of a story adventure.

Story Arc: The Set Schedule

Some things occur according to the calendar. The battle of Pennel is in 1624. The Dragonrise is in 1625, and so on. These are presented as opportunities for the players. Information is given at a level only sufficient for the Narrator to cobble together a playable set of events. [Short-form Events.]

The Epic Arc

A series of stories are given in more detail than the Short Form events. These are the actual close-in adventures for the player heroes. Some of these are everyday activities, but in general only the earliest ones are ordinary.

These adventures give opportunities for the player band to gain recognition and power as appropriate for this society. The magnitude and social level of these is at the participation level that I think most players will expect and enjoy. That is, they are not the main character in the land (that is usually a narrator character), but neither are they nobodies. They have a chance to participate in the greatest events, and to do less epic stuff as well.

 Latest revision: 26 Nov 2000, new
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