Désolé, je ne garde pas les liens vers ce genre d'info (forum BRP, groupes privés sur FB, web...).
Reçu la VF hier: du lourd (dans tous les sens du terme) ! Encore mieux que la VO!
J'ai créé 2 fils sur le forum officiel RuneQuest de Studio Deadcrows:
. Errata / regroupement des coquilles
. Clarifications de règles
Merci de les utiliser!
. L'échelle de la carte pages 134/135 est 0,45 cm pour 10 km.
. Pour les cartes A2 des régions d'origine du supplément Cartes de la Passe du Dragon: 1 cm = 10 km
Ian Cooper & Jeff Richard:
Les Hero Bands de HeroWars/HeroQuest 1: que sont ils devenus?
> Are Hero Bands (as they appeared in HQ 1e) and Sartar Magical Unions the same thing?
> If not, did the Hero Bands disappeared as a concept?
Jeff Richard:Hero Bands changed over time, for the worse.
The original idea starts with the still true concept that all communities have protective spirits.
Some are just household spirits, but something the size of a clan or a military regiment has a powerful guardian - the wyter.
And there is a ritual you can do to create a community and find a guardian.
Certainly a unit of the Sartar Magical Union is a ‘community’ with a guardian spirit.
We show that with the 11L and Argrath in The Eleven Lights.
In HeroWars the origins of the ‘hero band’ idea was that you left your home to take your place in the Hero Wars.
As a concept you were supposed to have some ideology that might be realised at the end of the world.
So your hero band might be focused on “Elmal is the Sun” and you would politic, fight and heroquest until folks in Sartar saw the truth of your position.
And your band became your new community after leaving home, with its own guardian.
And that ‘concept’ was great.
Somewhere the line between hero band and community blurred. So folks envisaged the Baker’s Guild of Pavis as a hero band. They aren’t.
Now a guild might have guardian spirits, but it’s not taking its place in the Hero Wars.
So the concept got trivialised.
To be a hero band you need an agenda-something folks could believe in.
And your game would be about realising that.
It’s on my mind to try and re-invent that as an option for play for QW, at some distant point.
To allow you to play a community not focused on cattle and kin, but on shaping the world of the 4th age.
But I think it would need work to do properly and not fall into the trap of the heroic Bakers of Pavis.
I found the concept a real mess in HW1.
The core idea of a powerful group cementing that magical link via a shared wyter is a good one, but much better if it naturally emerges in an appropriate form (which may sometimes resemble a ‘Hero Band’, but often not).
I've largely gotten rid of Hero Bands, as I don't find them a useful category (and they all ended up being very same-y in HW/HQ1).
I find the the HW/HQ1 Hero Bands are better thought of as the followers and entourage of a Hero, a minor cult or Spirit cult, the cult of a wyter or other magical guardian, or even just a subcult of an existing cult.
Or several of those put together.