I run HQ2.0 now and find it easier to get people who never played it in and
the only difficulty is for people to start with those keywords and abilities
and figure out what they can do.
On the other hand in the long term it might be better to have keywords with
no preset list of abilities.
I think I'll use the ST - TR ability list as example for the people but not list them under the keywords in character sheets.
Manuel
On Tue, Dec 22, 2009 at 8:59 AM, Jeff <richaje_at_...> wrote:
>
>
> But much of that culture stuff and myths are also in Sartar, and better
> present, better organized. And there's a lot more in it as well. Together
> with the Heortling Mythology book, Sartar + HM has EVERY Orlanthi myth Greg
> has in his collection.
>
> Jeff
>
>
> --- In HeroQuest-RPG_at_yahoogroups.com <HeroQuest-RPG%40yahoogroups.com>, L
> C <lightcastle_at_...> wrote:
> >
> > Also, if you don't care so much about the rulesy bits on the gods (and
> > assuming they haven't done a complete rewrite on the gods) you get lots
> > of cultural bits and myths and fun stuff in Storm Tribe.
> >
> > John Machin wrote:
> > >
> > >
> > > As long as you ignore all the mechanical bits (admittedly not that much
> in
> > > TR!) you can get a lot of mileage out of Thunder Rebels and Storm
> Tribe.
> > > Thunder Rebels in particular has a lot of neat cultural stuff.
> > >
> > > --
> > >
> >
>
>
>
[Non-text portions of this message have been removed]
Powered by hypermail