> On Tue, 28 Jul 1998 20:03:03 +0100 "Hibbs, Philip" <philip.hibbs_at_tnt.co.uk>
wrote:
- -..
> the Clan Generation system [of Hero Wars] is a
> great idea. The players answer a series of multiple choice questions about
> their clan's history, and this determines the attributes of their clan.
- -..
> This ends up with scores for Magic, Crops, Valour, Tradition,
> Piety, Enemies, Shrines, etc - over a dozen traits.
>
> This will give players a great sense of myth, history, and clan identity.
> Everything locks into place right from the start.
I too liked the clan generation rules, but I do have a criticism. As Ortlanthi
culture has previously been presented, Orlanth and Ernalda are central. I've
interpreted this as meaning that a typical clan has an Orlanth temple,
an Ernalda temple, plus a third temple for the clan speciality (e.g. Humakt
for war clans). However, the clans we generated at Convulsion were nothing
like that! The war clan had no Ernalda temple, the other clan had an Earth
Witch
temple but no Orlanth temple. Were our choices wierd, or is this intentional?
Perhaps the clan generation rules need some more weighting towards Orlanth and
Ernalda?
- --
Benedict Adamson, Project Engineer, Computational Dynamics Limited.
PHONE: +44 (0)181 969 9639 FAX: +44 (0)181 968 8606
POST: Olympic House, 317 Latimer Road, London W10 6RA, ENGLAND.