I have two new posts on the Fantasy Game Strategies Blog. If you would like the check the blog out,
the link is here:
https://fantasygamestrategies.com/blog/Otherwise, I'm going to go ahead and place the two new posts right here. They deal with changing
Questing Heroes (and, really, Heroquest) into something other than a fantasy-set game...particularly,
a science-fiction-set game. The two posts follow, together:
QUESTING HEROES IN NON-FANTASY SETTINGS, PART 1 AND 2
We have been wanting to publish a conversion for Questing Heroes that would allow gaming groups to play in different types of settings, most importantly a futuristic setting involving space ships, other planets, laser blaster, and other such cliches.
This is extremely difficult to do, however, with all of the other projects going on, and with the fact that the term "we", for the time being", really just means "me". Despite this lack of time to devote to Questing Heroes Space Adventures (or whatever the future title for that setting may be), we would like to offer a few tips and ideas of how to use Questing Heroes for a futuristic setting, if you are really dead set on it.
First off, one of the most important things you can do to convert Questing Heroes into a futuristic style game is to get rid of the fantasy setting (that being The World of Suntarynn) and create a home world for the characters to inhabit. This home world could be inhabited by a single race, or it could be a mix of races, both "normal" and alien. Then, create other worlds for the characters to visit. These could be worlds within the same solar system - our solar system has nine planets - or they could be from different solar systems near one another in the same arm of a galaxy. Don't worry so much about WHY more than one planet would be inhabitable. That's science-y stuff that we don't need to deal with so much with role playing games. Just make sure the worlds are mostly believable, and you'll be just fine.
With a plethora of planets, you might now realize that the regular Questing Heroes races - Human, Elf, Dwarf, Halfling, and Gnome - will work just fine as species of "alien races". Just give each race their own home planet, with the proper types of terrain being the most prevalent. If you want, you can change each race just a bit and add sub-races on each planet, just like a real alien planet might have. Perhaps Humans and Elves have different colorings of skin, just like we do here on Earth, and these groups of peoples are divided based on the cultural backgrounds from which they come, just like here on Earth. Perhaps Dwarves lives in hills and mountains AND in forests, and their hair and eye color is different based on where they live, and there have historically been great battles fought on the racism between the two groups. Maybe the Halfling homeworld is the most primitive and wild of all, because - well - Halflings just sit around telling stories, fishing, and having parties.
Once you figure out how many planets you want to start with, and how far away they are from one another, add in some spaceships. You can get as technical as you feel comfortable with when it comes to design. Some of you may want to get into how they move, how they're built, and why they don't simply bust apart in the vacuum of space. Some of you may simply want to draw out the floor plans so your players have a place to move their characters within, and leave it at that. Either way is just fine. Decide how fast the ships can move, so you can determine how long it takes to get from planet to planet.
Now comes the harder parts of the conversion.
First, weapons and armors. Of course, you can create a fantasy-future setting which has all of the technology of space exploration, AND all of the medieval weapons, armors, and magic. This could get a little hair with whether the players believe it, and would drag everyone out of the game and into the gaming session often. You can say, instead, that there is little armor outside of robes and leather armor, and create laser guns and other similar weapons. You could also say that there is heavier armor available, something like Kevlar (or rename it to fit your campaign).
We have had plans to several different types. Each type would provide the same number of Attack Dice, based on the size of the weapon, but each would provide a different type of attack. Plasma Blasters would offer laser/fire damage; Electron Blasters would offer electricity damage (shock batons would also be included in electricity damage); Acid sprayers would do just that - spray acid for acid damage; Frost Blasters would offer cold damage. The sizes would be Blasters (2 AD), Rifles (3 AD), Mobile Cannons (5 AD), and Mounted Cannons (8 AD)...or something similar to that in terms of sizes and attack dice offered. There would also be the normal, plain old knives - Ballistic Knives; spears - Ballistic Spear; Ballistic Guns, or the more futuristic sounding Rail Guns.
Monsters could, for the most part, stay somewhat the same. The biggest different would be that instead of all different monsters being found scattered throughout a single fantasy world, the monsters would be considered alien races and would be found, for the most part, on a single planet to alien race. This offers some significant benefits and drawbacks. One great benefit is that the characters can decide what sort of alien they wish to encounter and plan better for it.
This is a great drawback, as well, as it limits the GM in what they can throw at the adventuring party. The GM is, of course, more than able to make changes to each monster, creating many different creatures for the characters to encounter (trolls with wings or orcs with four arms, for example), but this still limits the types of monsters to a single type to each planet. One way to get around this is to pay more attention to the groupings of monsters: Goblin-kin, Orc-kin, Dragon-kin, etc.
In part two, we'll talk about religion and magic and all such topics as that.
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As promised at the end of part one, we're going to take a look at how religion and magic might work if and when Questing Heroes gets converted into a futuristic set of rules with a futuristic, space-exploration-style setting in which it would be set.
Before we get to that, there is one thing we forgot to get into under the subject of monsters. The immediate topic needs to be that of undead creatures in a futuristic setting. The typical thinking for a futuristic setting, or a setting in which science and space exploration plays the greatest role, is that magic and supernatural occurrances simply do not happen. There is always some sort of rational explanation behind anything that might happen. And so, we would have to come up with a rational explanation for why seemingly undead creatures might exist in a Questing Heroes Space Adventures setting. The solution for this is fairly simple: The Nature of being Undead is the result of a virus. There are several different strains of the virus, some of which causes the flesh to rot and decay, creating zombies, while some cause the flesh to drop off completely (horribly disgusting and painful to enure, I assure you), creating skeletal creatures. Some strains would create the undead state, but would inspire a great hunger for brains and/or flesh, creating other, hungry types of undead. It would be up to individual GM's and their gaming groups to decide whether there is any cure for the undead state, or if the virus is permanently fatal.
Okay, now that the last little bit on monsters is out of the way, we can move on to other things.
As you either already know or might have guess, Questing Heroes is based in a fantasy world. That is, there are adventurers, elves and dwarves, dragons, monstrous creatures, and magic. Some of these things - elves, dwarves, monstrous creatures, and in some small cases, even dragons - can still fit nicely into a futuristic setting. Magic, however, is one of those things that doesn't always fit well in science fiction. It can, of course, but that is an entirely separate genre. What we are looking at, specifically, is putting Questing Heroes into a more science fiction setting, and so we're going to have to figure out a way to get rid of the quote-unquote magic.
Now, it is probably no surprise that we game designers might cheat when it comes to designing, and that's what we've done in this case. Instead of having Magic Users that cast magical spells, we decided that, if Questing Heroes gets turned into a futuristic, science fiction set of rules, the magic will be replaced by something we call Tech Casting. That's right, we kept the term "casting" and simply added "tech" to it. I told you, we like to cheat. It works perfectly, though. Imagine a magical spell that translates languages. Now there is a small device that fits around the ear of the user and translates the languages. We haven't come up with a great name for this yet, but we know that it can hold a few different chips, which determines how many languages it can translate - the chips determine the languages. Is there a magical spell that can place a silence over an area, allowing someone to walk through without being heard, or that can keep another spell caster from casting a spell properly? Now there would be a device called a Son-Disrupter (short for Sonic Disrupter). It disrupts sound waves, creating an area of silence around the device. Instead of healing spells, there are now Med Units. These inject a liquid filled with nano-sized robots that move through the body fixing bodily damage.
All of these futuristic equivalencies for magic would be called Tech Units. They come in three sizes, based on what they do and how much of that action they perform. Some could be the size of an injection needle. Some could be the size of a small paperback book. Larger Units would be there size of a backpack or a suitcase with wheels. And just like Magic Users in Questing Heroes, the knowledge of Tech Units has required levels of learning and required fields of learning, so that not just anyone can make use of them. It takes a trained Tech Caster to use Tech Units.
That leaves only one final subject that would need to be addressed, really, and that is the topic of religion. Many fantasy role playing game systems make use of large numbers of deities, and Questing Heroes is not so different. There is one over-all powerful god, there are five minor gods, and there are mortals who have been granted god-like powers. There is no reason this couldn't be left as is in a futuristic setting, though it might be more difficult to explain how the truth about these gods is spread to all of the different planets in a solar system or galaxy, however large you wish to make your futuristic setting. You may desire to have each solar system have its own set of gods, and that is just fine, but it would require a good deal of work coming up with the names for all of them and making sure their spheres of power are outlined properly. You could treat religion as something akin to the ancient Greek Pantheon, where there are many, many gods, and they are very human-like in their attitudes and actions, and so each planet could a set of human-like, petty gods that fight over power.
You could simply go the route of some modern science fiction settings and say there are no gods at all. People within the setting might follow powerful alien beings as a god, or they might follow a philosophy and way of thinking, but none of these means are able to give them any benefits or powers. It is simply a way of living their lives...it gives them a guide to follow, perhaps a set of rules that lets them bond together in groups who follow the same way of thinking.
So, as you can see, changing Questing Heroes into a futuristic, science fiction set of rules would not be that hard. As I stated, we actually have plans for doing that, one day, when we have more writers and more time to do so. Now, if there are any really ambitious individuals who would like to work with us on this, feel free to email us at
fgssubmit@gmail.com, using the subject "Questing Heroes Science Fiction" and let us know you'd like to work on this conversion. We'll give you all the information you need, we'll give you some freedom, and we'll give you credit and royalties on the finished product. Until then, anyone who is anxious about using Questing Heroes for a futuristic campaign will have to make due with what we've provided here.