Re: Singing 10%, Snooker 85% (was: stuff)

From: valkoharja <rintasaa_at_Z9t4BRDusz620w-ciIBWqDV7y2JupCr7hZL-PCRon9C19oJEFHk8_09CIukqZxPwkaT>
Date: Sun, 22 Feb 2009 01:05:37 -0000


Just a quick bit of praise for the HQ model.

I tend to experiment with gamesystems. I like mechanical streamlining and quickness (gamist), I try to model worlds more than tell stories
(simulationist) and am happy to have the stories rise from the play,
rather than me trying to tell a story. The level of gritty realism varies widely. I like to build safety nets, even absolute ones. I'm not very interested in pointeless random deaths. Failure shouldn't equal (permanent) death, except in some situations that call for it
(gamist again, I think).

So, I'm basically not a narrativist, but I've really liked the HeroQuest books, and even more I've loved the Unspoken Word publiced stuff.

The thing is, HQ books don't have blocks of stats, they have descriptions of the world. Stories that have happened (history, and examples of how the world works) and suggestions of what will or rather what could happen. They are fun to read, and give me tons of ideas I can use in my games.

Tarsh in Flames is one of my all time favorites, for instance. So is the King of Dragon Pass games model where the abilities of your clan people are given on a scale of average-good-very good-...-heroic.

As long as I get descriptions of what gods, cults and heroic individuals are able to do, and their rough relative power levels, I'm happy as a tick on a giant red bat. :) Not only that, but I'm an avid roleplayer and I very much enjoy expanding my boundaries.

I hope we'll all get to hold the new HQ2 in our grubby little hands very soon,

  -Adept            

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