> > the mechanics of a RPG, of whatever kind, should
> > represent the reality they are modeling, otherwise they are useless.
>
> I think the HW mechanics do just that, however the reality they are
> modeling may not be the one that you are familair with!
The Hero Wars mechanics don't model reality at all. They model drama. In other words, they don't model the *process* of determining an outcome so much as they simply determine the results.
This is wholly different from almost all games out there, and the difference takes getting used to. (If Alex F isn't listening, this is a genuine paradigm shift.)
Julian
> > But weapon ranks in Hero Wars are intended on avoiding a net edge (in
> > my experience, edges slow the game down), so they're designed to
> > balance armor.
>
> I realise this : storytelling vs. simulationism ...
>
> A mere question of GM style, in other words ... :-)
A Hero Wars narrator who wants to run a simulationist game should really think about using a different rules system IMO. (Which is not to say that Hero Wars games can't be realistic.)
> Historically, the romans beat the shit out of many celtic tribes
> because Rome had
> better equipment ...
Perhaps, though before many battles the Romans answered the single challenges, and I haven't read about any of these that were decided by equipment.
David Dunham <mailto:dunham_at_...>
Glorantha/HW/RQ page: <http://www.pensee.com/dunham/glorantha.html>
Imagination is more important than knowledge. -- Albert Einstein
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