On the other hand, what do I know? I didn't write any of this stuff, and my one fan-boy contribution really sucked.
Gerald Bosch
Andrew Dawson wrote:
> While I agree that there is no need to pin down all details of the one
> true
> Glorantha, I am approaching HQ at cons as a missionary. I would like to
> communicate the rules, including the intended/unintended
> repercussions, in
> a consistent manner so as to attract new gamers to Glorantha. Other
> fantasy
> games are the competition, so I would prefer to push the interesting
> setting (especially the real pervasiveness of magic) and the interesting
> game system. I will avoid the wishy-washy YGVW explanation; that's for
> after the introduction.
>
> For my own games, the details of how Glorantha should work are
> interesting,
> but not necessary. For example, unless I see a convincing, reasoned
> argument for the bait-and-switch approach of enticing heroes to start
> with
> common magic, spend resources on it, and then drop it to pursue the
> really
> interesting magic, I'm not going to have this IMG. (While not a
> problem for
> the inhabitants of Glorantha, this is going to irritate a certain portion
> of players.) However, I find it relevant whether big established churches
> are more effective than small new churches in the West, so I'm waiting on
> more information. IMO, the difference in effectiveness of large and small
> congregations has a huge impact on how to portray Western society.
>
> Regardless of these issues, I'll be running HQ games at conventions the
> next two weekends.
>
> Thanks,
> Andy
>
> At 05:26 PM 9/24/2003 +0000, Gerald Bosch wrote:
> >The problem, of course, is that this might limit the appeal of HQ if a
> >person sits in on a game at a con and they don't like the approach of
> >that narrator, or they might be confused by sitting in on more than
> >one game. The trade-off is a real diversity that allows for a million
> >different Gloranthas.
>
>
>
>
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