Thank you for the help, everything is starting to make sense the more I adjust my thinking to this style of gaming. I wish I found a game like this when I first started running games; it is such a relief not to flip pages to see how far a PC can jump with his Jump Skill, or have to design encounters around a character level. Last night I mined some of my old game books for descriptions on races and classes to turn into keywords for a future game.
I am really enjoying this system.
John
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> On 10 Jan 2011, at 19:09, sladehq wrote:
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> > 1. Did I run this contest correctly? My players loved it and were satisfied with the results.
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> Don't need to read anything else. Clearly yes.
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> > 2. My next question is: If my players decided to kill the man in black as their main goal would any success on their part (Marginal and on) have resulted in his death or would they need a complete victory? My take on it is this:
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> Since he's apparently a significant NPC, it would take a significant victory to kill him. Defeat means he is (for now) unable to act against the PCs, but I'd use the normal sort of consequences. Which may be lingering -- he might be at a disadvantage next time they meet.
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> If he were a minor obstacle (like a guard outside the king's chamber), any success might be enough. His fate isn't really important to the story, and if they PCs want a reputation as a killer, give it to them.
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> > BTW as a GM I felt a sense of liberation running HQ, all my prep (which wasn't much) was focused on advancing the story with my players, I only referenced the cheat sheet to figure out the resistance for the fight (which was a high resistance) and the rule book stayed in my bag the entire game. What a relief!
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> Good to hear it!
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> There's nothing wrong with looking up resistance, but after you play a few times, I'll bet you'll be able to come up with something appropriate based on story needs.
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> David Dunham
> Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
> Imagination is more important than knowledge. -- Albert Einstein
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