gives a +, may add to the story
does nothing, detracts from the story and the die roll is a waste
gives a massive - , rarely if at all appears, in consequence is a waste of time. So having weighed this up, in my HQ2 games, I use the quick augment option (HQ2 page p55): "Narrators may choose to run their game with calculated augments: divide the augmenting ability by 5 and round."
(Most) players will do this in their head automatically. Failures reflect on the augmenting ability as well, giving colour to descriptions in . I recommend quick augments, as they speed the game. Roleplay not roll play.
As for stepping back to HQ1, it's not worth it at all unless you have the rules already, even then it's a step backwards in rpg technology.
David Scott. Mac & PC Computer Support.
30 Alfred Road, Acton, W3 6LH.
020-8150-9716 / 07956-589433
http://www.davidscott.org.uk/
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