Increasing abilities [was: Wealth]

From: Benedict Adamson <badamson_at_...>
Date: Mon, 22 Oct 2001 15:10:10 +0100


gamartin_at_... wrote:
...
> Yes. If the entire dragon-slaying, lair-pillaging, princess-marrying
> saga earned the Hero 1 measly HP, then clearly they were never
> intended to be entrenched in the game world.
....

Discarding the rules for cementing wealth without reconsidering the cementing rules for other abilities produces strange results.

Consider what happens if the dragon's wealth is cast into a large gold cube. The Hero can cement this new item, to gain an Enormous Gold Cube 10W2 (say) ability, for only 1 HP. But heaven forbid that the Hero should spend 1 HP to cement the benefit as Wealth 10W2 (or even, Wealth +10).

Are you suggesting dropping all the cementing rules? (This, in effect, is what we have done in our group).

And how many HP's SHOULD the saga earn the Hero? Look at the HP awarding rules: the player will never get a vast pile. And, using the rules for purchasing abilities, how large an increase can the player make to their Wealth in one episode? IIRC, increasing any ability rating by more than 3 or 4 is impossible. This is insufficient to raise a stickpicker to a carl!

Hmm. Perhaps slaying a dragon is a Hero Quest, in which there is a Quest Challenge in which you wager your Fireproof against its Breath Fire to gain Wealth. If so, how would you add the new Wealth to your old Wealth?

> It is a
> narrativist system in which decisions made by the participants
> authorially are the cause (expediture of HP) and produce a narrative
> effect (change in wealth).

Perhaps we are playing HW incorrectly then. We do HP awards and spending after the conclusion of each episode, and it consists of pure rules bookkeeping. The narrative part is when we are resolving contests, etc. during the episode itself. Have you any suggestions for how to play it differently?

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