Re: Hero Wars/Paradigm Shift

From: TTrotsky_at_aol.com
Date: Thu, 30 Jul 1998 12:51:46 EDT


Andrew Joelson:

<< True; but not a complete answer. People who like this sort of thing, also like game mechanics that emphasize it, (or at least, give a good feel for combat). If HW doesn't give a good 'down & dirty' feel to combat, it's going to miss out on a lot of possible converts. These guys will say that Game X has a better feel, and forget it.>>

     Greg did actually say at Convulsion that these kind of people wouldn't like Hero Wars, and Robin certainly didn't argue with this statement. I'd suggest that if you fit into this category, stick with the game you're already running and just buy the game supplements - which will have much non-rules info. Furthermore, because Hero Wars is at heart a pretty simple system, it should be fairly easy to translate supplements and scenarios into other systems without having to understand HW inside out. Simply provide rules definitions for the character Keywords and you're half way there.  

      <<I know that designing a game that appeals to the rules-light intensive-roleplay guys, and the 'combat rocks' guys is probably an impossible task. But I would hope that Robin at least takes a swipe at it. >>

     I suspect it is indeed impossible, and not worth alienating the ruleslight  intensive-roleplay types to try and do. These days the rules-light guys seem to be in the majority, although not necessarily by very much. We need new players to discover Glorantha; existing players already have a system they like (presumably). You can't please everybody, but I suspect that HW will appeal to as wide a range of gamers as is in fact possible. Whether that will be enough is too early to say for sure, but I can't see why it shouldn't be.

Forward the glorious Red Army!

    Trotsky


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