To me this translates: "change narrativism to simulationism"
Val:
Problem is that I didn't remember reading any descriptions where I could get
a grip on how central and powerful a city god or tribal wyter is in a
conflict.
That's because the emphasis these days (in HQ) is on narrativism. At Tentacles Robin has been noted for saying that HQ is for story telling games and also words to the effect of: if you want gritty then you have new RQ. HQ encourages you to put the wyter/guardian in your game as a story device and refuses to quantify its power for that reason. It's the same for all story entities (except for that troubling Griffin on page 110 :)
You will get an idea of what resistance to use when the guardian comes into a contest - because, hopefully, you will have some kind of write-up for your city. Did you see my post in this thread about this kind of thing?
Like heroforming the guardian?
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