One System to Rule Them All (Was: Re: [WorldofGlorantha] Re: How Much Rule fiddl

From: Rob <robert_m_davis_at_...>
Date: Sat, 28 Jul 2007 01:56:06 -0000

I think if you get players getting into requesting situational bonuses during play by using creative reasoning, dramatic statements when describing their actions the players become more invested in the game, it rewards thei creativity and I think improves the experience for the other players when their friends come up with cool and exciting ideas.

Once you get into the flow of it, it actually becomes easier than having to cheque 'standard equipment' rules. What I found with new players to Heroquest some woul look for the standard bonuses and others were not really interested, they just wanted to roll and get on with the game. However with the situational modifier technique the mini maxers are trying to think up new and interesting ways to get a good bonus (you know +5 to +20) and it de-emphasises looking for augments to a certain extent which helps the flow of the game (for me least ways)

But in my games the things I set up for the characters and prove to be the most interesting is confronting them with dilemas and choices (some moral some not) that forces them to choose to act in a particular way. At those moments die rolling is actually secondary. For example, in a convention scenario I run the heroes come across a crucified clansmate. Some of the heroes have been set up to leave her there, and others to want to take her down, and of course its always inyeresting when players feel so strongly that they act against their characters backstory.

Regards
Rob

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