reality vs. story

From: Mikko Rintasaari <rintasaa_at_mail.student.oulu.fi>
Date: Fri, 2 Oct 1998 00:22:27 +0300 (EDT)


some time back Richard Melvin said

---

So, if I'm at the top of a cliff firing arrows at you below, then I get a big chunk of SPs representing that fact. If I bet that, you can't counter unless you have some ability which works in this situation (e.g. heroic leap, run away, surrender, etc.). If you don't have anything better, you have to bet your bottom-line 'I'm not dead' points.

If you lose these, you are.
---

Nice thinking... that would help, but unfortunately I think the basic idea in HW (the system) is not to let details (relity ?) get in the way of spinning the story.

Personally I can't see how this adds to the experience... even dramatically/narratively it tends to be the details that make things intensive. I wonder... how does HW handle it, if an archer is fasing somebody with a sword, and has just one or two arrows left. In a simulationist approach this is easy (for instance RQ), but am I right in thinking that in HW nobody is interested about such detail as how many arrows an archer has?

        -Adept

"thinker, dreamer and adventurer"


Powered by hypermail