Well, I am very interested in storytelling. I like to
play my games pretty loose. My D&D games are loosely
told as well. But if you're going to have a system,
it should mean something. I always thought that it
was a good thing to become a Wind Lord. In this
system, it's better to be some guy who kinda worships
Orlanth and concentrates on his talents. I am finding
that for the most part I'd rather just not use the
system at all... I end up rolling dice just to look
busy and just narrate what I think would happen.
Having a fight where you can't tell if someone is
wounded is strange. And what about permanent damage?
How do you determine if someone has lost something
permanently? Do you give them back a hero point if
they lose their relationship with their father? How
do you determine if they have, indeed, lost that
relationship.
It seems like the system is too simple or too
complicated. If your players can handle a completely
arbitrary GM style or need just a little illusion to
feel like they have some control, this is a good, but
not the best, way to do it. If your players want to
be able to count on their abilities being able to do
things in a semi-quantifiable way, I just don't see HQ
having any chance of making that happen.
Don't get me wrong. I like HQ. It seems to have a
system in there somewhere. It's just that every time
I run a game, it feels like I'm improvising the entire
thing and making up rules as I go along. If I have to
make up all the rules, I might as well just make them
all.
t.
- "Silburn, Luke" <luke.silburn_at_...>
wrote:
>
> Can you expand a bit on your comments please? There
> are a number of obvious answers to the specific
> points you raised (such as PCs improve and grow by
> spending hero-points) but those are *so* obvious
> that I suspect I'm missing a deeper concern. WRT
> connecting system to story, well the principal
> transmission system as I see it is in appropriate
> choice and use of abilities - especially
> relationships and flaws (where I define a flaw as an
> ability that gets a PC into trouble) - but again, I
> suspect this is a too-obvious answer and I am
> missing a deeper point.
>
> Regards
> Luke
>
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