Embracing Ambiguity in HQ
I started to reply to a fantastic set of posts about who the Witch Lord may have been when he was alive (here http://forum.yeoldeinn.com/viewtopic.php?f=11&t=5492). Instead I realized my reply really should be its own topic.
There are many open questions in these forums about the Lore and Setting for HQ which involve searching for hints in Old World Fantasy Warhammer, or obscure HQ publications, etc. The Witch Lord post mentioned above is one. The Unofficial Cartography effort is another. And I'm sure there are MANY more examples to be found in the forum.
In contrast, I approach the lore from a completely different perspective. I REALLY enjoy the ambiguity of the HQ world.
To me not pinning anything down gives it all a firm pulp fiction Sword and Sorcery vibe like Howard's original Conan short stories. Furthermore I believe this was done deliberately by Baker and I absolutely love it!!
While I understand the desire of others to find details and uncover potential new and expanded canon. For me personally these features SUBTRACT rather than add to the game. Does anyone else feel this way?
I even take this a step further. Once my players completed the base missions, we have bounced around story wise through modules. Specifically we have alternated between missions in KK and homebrew simultaneously and just don't worry about inconsistencies in equipment from one adventure to the next. And I would have no problem starting ROTWL before we finish KK. We even decide which hero each player will control on a per mission basis.
There are many open questions in these forums about the Lore and Setting for HQ which involve searching for hints in Old World Fantasy Warhammer, or obscure HQ publications, etc. The Witch Lord post mentioned above is one. The Unofficial Cartography effort is another. And I'm sure there are MANY more examples to be found in the forum.
In contrast, I approach the lore from a completely different perspective. I REALLY enjoy the ambiguity of the HQ world.
- The complete lack of a map
An often vague sense of what is going on elsewhere
Uncertainty about how much time has passed between missions
Not sure exactly how you fit in to it all
That you will never see/fight Zargon/Morcar.
You are pawns in a larger world doing ("important") side missions.
To me not pinning anything down gives it all a firm pulp fiction Sword and Sorcery vibe like Howard's original Conan short stories. Furthermore I believe this was done deliberately by Baker and I absolutely love it!!
While I understand the desire of others to find details and uncover potential new and expanded canon. For me personally these features SUBTRACT rather than add to the game. Does anyone else feel this way?
I even take this a step further. Once my players completed the base missions, we have bounced around story wise through modules. Specifically we have alternated between missions in KK and homebrew simultaneously and just don't worry about inconsistencies in equipment from one adventure to the next. And I would have no problem starting ROTWL before we finish KK. We even decide which hero each player will control on a per mission basis.

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