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=Exodus II= ; Game System : [http://www.glorantha.com/support/ HeroQuest] ; Pitch : Humankind's last hope... or its last battleground. ; Game Master : Johnzo ; Players : 6 ; Characters : Inquisitor Ignatius/O Pukepuke (Edmund Metheny) : Quartermaster Barbara McDougall (Meg) : Mining Boss Alice 76 (Laura) : Courier Rokk Razor (Cain) : Engineer Milton Pointdexter (Mark) : Crew Boss Supriya Sumitran (Sophie) ; Date : February 26, March 5, April 23 & 30, May 38, June 4 and July 23, 2007 ; Technical Notes : '''[[User:Johnzo|Johnzo]]:''' I'd like to run a HeroQuest experiment. The "experiment" part of it is to try to run a zero-prep player-driven game. D&S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that. : I'm going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th. : My instinct for this is to keep the number of players low by SGA standards so that we'll have a shot at coming out with something coherent. I'd like to cap it at just four players. : Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them. I know of PTA's pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn't. : And if anyone's ever done anything like this before, please also chime in. I am especially interested in how to code conflict into the situation. ; Recaps : See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details ; Player Thoughts : ; Additional GM Thoughts :
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