Yes, Nephilim has a lot of good ideas for HeroQuest mechanics. My thoughts on heroquesting involve taking the idea of different varieties of POW, and running with it - this has a lot of benefits to making play more interesting. Basically it gives you some mechanisms for allowing high powered magic without things getting too out of hand. Shannons metamorphosis mechanics are quite interesting too.
In fact, the biggest problem with it is the magic mechanics suggest heroquesting more than the convoluted world of real world occultism. I really wanted to Nephilim magic to feel like a Tim Powers book.
In general, though, Mike is right, the game is a complicated mishmash that I certainly wouldn't want to adopt wholesale.
Cheers
David
(trying to move towards short messages rather than the absurdly long ones of recent days)
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