- In HeroQuest-rules_at_yahoogroups.com, "Kevin P. McDonald" ---
<paul_mcdonald_at_n...> wrote:
"I previously ran at least one extended contest in every "scene" - and sometimes more than one. Magical abilities were only used as augments to the main ability except under unusual circumstances. After reading that others were using magical abilities (or any ability, really) in a much more direct way, I tried avoiding the extended contests unless the situation clearly called for one - a climactic duel, debate, etc. As it happened, we avoided extended contests altogether. It was *much* more fun! Players scoured their character sheets for appropriate magical abilities, and used them in creative ways to achieve their goal.
...
~Kevin McD - Slow Learner"
I understand what you're saying about running too many Extended Contests in a session, or trying to fit every conflict into an Extended Contest. But could you elaborate on how using "magical abilities (or any ability, really) in a much more direct way" enhanced play? Perhaps a before-after example. I'm fairly new to HeroQuest and I don't quite understand what you mean.