Re: Re: Flying Magic in HeroQuest

From: Guy Hoyle <ghoyle1_at_...>
Date: Wed, 02 Aug 2006 09:19:38 -0500


CJ wrote:

> Forgive me, because I am away from my books at the moment and can't
> recall the correct game terminology, but I seem to recall one of my
> players asked for, and I granted him, a Horse which could "Run on
> Wind". It was a companion level 2pt beastie, and could talk, run on
> wind, and crave turnips as it's three abilities. Unfortunately I only
> allowed him to run with the wind, ie. in the direction it was blowing,
> which slightly restricted the utility. Judging by the concern about
> flying magic here, should i have denied the player this for his starting
> hero? They got round the wind direction by the Hedkoranth godi calling
> up winds as required: I seem to recall he could wealk on wind as well,
> and did so frequently!

IMO, it seems like a classic case of "Yes, but...". You gave him what he asked for, within limits. You'd also be within your rights to restrict the ability if the wind is weak or absent. (And the fact that he wanted "Crave turnips" as his third ability is just freakin' awesome!)

Besides, the other guys could have chosen "Run on wind" for themselves or their horses during character creation themselves; they just didn't think of it.

Guy

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