>"Harald is a fairly good spearman. He faces a Babeester Gor cultist
>with a
>glowing, shimmering axe. Over her right shoulder he can see a man in
>brightly-colored clothing; the man's right arm is covered with
crawling
>fires and his right hand seems to be reaching behind the mountain some
>miles distant. Harald cannot see the two cultists approaching from
>behind
>him, but he can feel their running footsteps and hear their
breathing."
and:
> but dammitall, why focus on the _skeleton_ of the game when
>the
>flesh makes the beauty?
I want to play in your game Al, where do you live?.
The only doubt I have about this game (bearing in mind what little information is available) is that it might not really be suitable for the sweaty, miserable bad-luck ridden, poxed, half broke, exercises in free-enterprise that I have always run.
For me it's not about strike ranks. It's about whether I can present a living breathing world, warts and all. Can I present the terror of getting lost and not knowing where the next water hole is? Could someone post an example of how a 'warts and all' style encounter might be run? Can Hero Wars simulate people being crap - like they are in the real world?
Regards,
Tom
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