Follow up on Hero Wars posts

From: Charles Domino <cdomino_at_wt.net>
Date: Sun, 07 Jun 1998 02:57:59 -0500


I'd like to apologize to everyone regarding the mix ups on my earlier HW posting. I did not realize the Digest published in reverse order, nor that I'd misaddressed the second part.
Fortunately, the folks at Issaries were nice enough to forward it, and I've enjoyed the clarifications, etc. Hope everyone found something of interest in my post.

Responding to Doyle, he is hardly to blame for my confusion. Being an observer did free me to take notes, but I'm not that fast, and had to fill in from fallible memory. I got to glance through the adventure, but none of us could keep copies, since a copying machine was something else that hotel lacked. In fact, it lacked a lot of things, such as sense (but I won't go there, to save
bandwith). Suffice to say, I recommend a different hotel next time. :-)

> Nonetheless, if you bring up this point to the
> simulationists, the usual answer is "Well,
that's the way combat sometimes
> works in the real world. Weird stuff happens."
I concede the point, but
> you hardly ever see such randomness in a story
or a novel or a movie,
> etc...

Doyle mentioned one thing that Robin stressed, and I re-iterate it here: The system is designed to reflect _heroic_ combat, not _realistic_ combat. Robin could care less as to whether your character is heavily armored or just too quick to be hit. As he put it, "How many times does Conan get killed by an arrow?" This is a prime example of the paradigm shift I was talking about--and I'm just as guilty of overlooking it.

I'm not sure I get Doyle's point about the distorted view of RQ combat, but I _really_ wish someone had followed up on Greg's remark on the big, heroic combat. Once a year? Like maybe in the Sacred Time, when everyone re-enacts the IFWW battle and re-affirms the existance of the world?

On no crits/fumbles:

> The player rolled a one. Without thinking, I
immediately said that the
> players heard something really, really
insulting. I think my exact words
> were "We don't need these bozos. Tell 'em to
fuck off!" In the RQ
> paradigm, this would be okay. Screw-ups happen,
remember? But the player
> (understandably) reacted with violence, nearly
wrecking the whole scene.

Since Convulsion hasn't happend yet, I won't get into the exact details of the situation, but Doyle used (unknown to us) the RQ III rule of scrambling what was heard on a fumbled listen roll to "Yeah we (did it), so what? Tell 'em to fuck off!" It made the speaker look guilty of the crime, but I want to stress here that the player in question overreacted. She felt she was playing her character as written, but when another player followed her lead, it looked ready to melt down completely. Doyle did a great job of recovering the situation. Frankly, I didn't expect it from the players either.

> When you have an Simple Contest with an opponent
(whatever the nature of
> the opponent) Higher result (Success beats
Failure, Big Success beat
> Success) wins. If both have the same result
(both have a Success, for
> example) higher result wins.

To clarify, I think he meant "higher roll wins" in the last line. I don't recall the "consequence" levels, but there were two columns. Which you used depended on the sort of action you were rolling for.

> Imagine a famous movie sword fight. The
advantage can pass back
> and forth between the combatants for a long
while before somebody takes the
> final climatic blow.

Very good image. In fact this did happen--the last bad guy went down to one point, and then climbed back to 12 before being waxed by two characters who'd built up to 60 or so. (That amount worries me; I'm not sure if it should). There was a lot of debate among players over the proper "betting strategy." Additional note: I don't think I covered multiple opponents. When one defender is attacked by multiple attackers, the defense roll is reduced by 2 (cumulative) for the second and every subsequent attacker. Thus:

   Attacker                  Attackers
Roll                    Defender's Roll
    #1
unmodified                          unmodified
    #2
unmodified                                -2
    #3
unmodified                                -4
      etc.

So the defender's chance of matching the success level becomes increasingly difficult, and even if he does, he has the lower roll, which can be almost as bad as a failure. It is not as instantly fatal as being outnumbered in RQ III, though.

On the abilities, Doyle's chart is correct. I recall Robin saying that the AP is always 24 minus the Target number to start. I should also note that bonuses/minuses to the die roll are possible. The Lawgiver had a +1 to whacking people with his spear, and a -1 to his other attack form: "belly slamming" people with his oversized tummy! Hilarity is that it otherwise was just like any other attack--he could theoretically kill someone with it! "That's no ordinary tummy!" 'Attack of the Killer
Waistline' "You don't know the power of the Dark Flab!" I hope there was some rule that limited its damage I didn't see.

> Charles is just being modest. At one point he
was a gaping prisoner, and
> for a simulationist, he played the role fairly
well.

Doyle suprised the hell out of me. I was so busy trying to be invisible and take notes, that when he suddenly made me one of the NPC's in the middle of the climax, I had no idea how he wanted me to play it! Do I have combat abilities? Spells? Oh well, improvise!

>> The oversimplified rules seemed to bother some of the
>> players.

> As I said, this seemed to have to do with
combat, more than anything else.

Definately.

>> (Robin noted that players could do a RQ III
>> campaign to build their characters up and then
>> switch to HW at priest/lord level.  This was
also
>> noted, if not favored by those who felt it would
>> give the characters more background and "fit" into
>> the world.)

> I heard more than one old-timer say that they
were going to do this. Or
> that they were going to integrate the rules for
social interactions but
> keep the RQ combat rules.

I also think that the new rules are far better for doing large-scale ritual magic. A BRP based system does not work for group rituals. Also, HW encourages more of a dynamic role-playing approach to non-combat events. As I noted in the original message, persuading your clan to arm and follow you can fall into the trap of "I made my Oratory roll," which is both over-simplified and boring. The complex resolution system from HW encourages a give-and-take approach, simulating the actual ebb and flow of an argument.

Hm, I recall something Robin said about setting up a new, game-mechanics oriented list. Wonder if it might be time?

Nah, then we'd be accused of trying to design the game by mob vote or something. :-)

Charlie


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