Yes but I think the point needs making even if they are ways of saying the same thing. Lingering consequences is used as a catch all term it seems, and it can give the impression that lingering penalties are inversely symmetrical lingering benefits. But of course they are different, especially in the way that they are dealt with after the fact. I.e. Healing/waiting or 'work until fail'. But -9 would be very different to 'unable to take action' or radically rework character sheet.
I would prefer to get rid of specific healing mechanics somehow and make the system symmetrical but you may remember that way back before hq2 was finalised i wasn't keen on the way states of adversity were expressed anyway. I have yet to think of a way to symetrically do it well. I have some ideas but that's for a different thread I think because they are radical changes not rules advice..
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> On 25 May 2011, at 15:39, orlanthumathi wrote:
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> > Also although Lingering consequences are mentioned in the rules twice in passing there isn't really such a thing in the rules - there are Lingering Benefits and States of Adversity and they are not symmetrical.
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> "Assign penalties for negative consequences according to the resisting force's victory level, as per the States of Adversity table, p. 30. ... In an intellectual contest, everyone on the winning side learns from the experience and gains a bonus, or becomes demoralized and suffers future penalties." [HQ p. 34] And p. 112 suggests that costly sacrifices give a lingering penalty (which to me sounds better than saying your Wealth is Hurt, though I don't think there's really any difference).
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> As you point out, narration comes first. If you can come up with something more clever, or the mechanical penalty doesn't seem right, don't use it.
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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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