> > That's not a fault with the system,
> > because you're trying to force it to do something it's not designed
> for.
>
> Exactly. IMO HQ is a great set of rules, but I'm using them to get the
> sorts of results one does in adventure fiction. I wouldn't try using
> them to model a physics experiment.
>
> Since all the games I'd played before HQ had a simulationist bias, it
> took a while to internalize how to use it. To me, the fun part isn't
> the physics simulation per se, it's how it fits into an overall story.
>
Interestingly, to me, these are both crucial elements, that need to be balanced against one another. Do away with either element and you've got a game that's considerably less fun for me. But other people have, quite legitimately, different objectives, and I can hardly fault HQ2 for doing what it sets out to do!
-- Trotsky Gamer and Skeptic ------------------------------------------------------ Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/ Not a Dead Communist: http://jrevell.blogspot.com/
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