It's difficult for me to clearly state what's not clicking. I guess it's more of how abstracted skill and conflict resolution is compared to games like D&D. In attempting to understand it, I wrote up below:
In my reading of it, it really doesn't seem that different as far as play, there's just a single resolution mechanic.
For instance, using a combat conflict, my interpretation of play is:
H1. GM Describes Situation
H2. Players describe what they would like the outcome to be and what
actions (skills) they are going to use to achieve it.
H3. GM Describes opponent's actions H4. Dice are rolled, results applied H5. If player/opponent not defeated, goto step 2
If the player's action were "I Kill it with my BFG" and they had a high enough margin of success, then combat is over in "one roll". As compared to D&D, it would go:
D1. GM Describes Situation D2. GM Determines order of actions D3. Player/opponent describe action they are attempting D4. Dice are rolled, results applied D5. If player/opponent not defeated, goto Step 3 for
next player/opponent
It would be very rare for combat to end without at least one iteration.
My interpretation of HQ's strengths are:
If that's it, then it just clicked as I was writing this, if not, then I'm still lost and will just have to try and find a game in the open gaming at GenCon.
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