> The *brilliant* advances in HW/HQ are 1) the Mastery levels 2) NO more boring and useless lists of detailed skills descriptions 3) keywords/professions/character-classes/whatever are just a kind of meta-ability --- but TBH, **ALL** of these could easily be/have-been implemented into RuneQuest.
>
> The problem as I see it being *NOT* that HQ is a bad game in any way, but that it caters to one particular playing style ONLY -- whereas the Gloranthan gaming market past and present uses multiple playing styles. This is the basic reason why HW was a commercial failure in France for instance, basically because the playing style that it promotes is a very unpopular one among French gamers -- so that (demonstrably) perpetuating a niche gaming philosophy in the HQ rules = losing customers and money.
I could not agree with you more than I do. I have just two considerations to add:
> I just fail to see ANY virtue whatsoever in publishing games that a significant section of your target audience will never want to play...
Well, persistence maybe....
[written non-capitalized so that no one mistakes the virtue for the RQ keywo... sorry, skill]
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