Right now, it's not my dilemma - I've just been putting thoughts forward. My biggest problem right now is getting the group together so we can get through the current game BEFORE we play any HeroQuest (mutter, mutter :-().
Still the point about some at least of the encounters being set up in advance does fit in with the idea that "stand-ins" could be used.
But one issue is that HeroQuests are supposed to be reenactments - while much can vary there is still more room for surprise in a test carried outside a formal HeroQuest - even a Practice Quest.
>It might aslso be wise to then
>then re-read the section on initiation and devotion. Both are, in
>fact, heroquests. Fairly specific, easily defined and easily
>completed ones, but heroquests none the less.
Otherworld Journeys, to be precise.
>
>It has been said several times by Greg and others that any magical
>test brings resistance. The greater the magical act, the greater
>resistance. Devotion is an act of will and desire that will be
>opposed and not just by 'convincing the examiners' - if you choose to
>play it that way.
I wouldn't disagree - although it will depend on the nature of the God - and it may be important for getting support from the examiners for the Devotion Quest itself.
>
>A heroquest is merely the most *extreme* form of magic there is and
>generates extremely high levels of resistance - or mythic resonance.
>Take your pick.
-- -- "The T'ang emperors were strong believers in the pills of immortality. More emperors died of poisoning from ingesting minerals in the T'ang than in any other dynasty" - Eva Wong _The Shambhala Guide to Taoism_ Paul K.
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