Here's how it worked, for those who didn't play, or couldn't make it. It's a dispute between two adjacent Orlanthi clans. "Our" Clan Ring journeys to the other clan's tula and try to win over their Chief to our own point of view.
The two Clan Rings, theirs and ours, meet in the audience hall to chew out the issues before the Chief. To be honest, role-playing was superfluous in that situation. It was simply a matter of picking a debating skill, picking an opponent in the other Clan Ring, and rolling for attack and defense. To make it more RP, we'd suggested the arguments our characters were using, but we could just have rolled the dice without any RP input at all: no mods were made to the dice rolls based on the nature or force of the arguments used. Worse still, if you had two debating-related skills at different skill/points levels, you could switch skills to "reset" your score if things were going badly -- playing the system, not the game.
Now, in all fairness, this was a play-test. It wasn't a "real" scenario, and it didn't feel like one. It was constructed in order to familiarise players with the basic system mechanics, and it's quite possible that the full HW system allows for more role-playing in these sorts of situations, and less-intrusive game mechanics, but it left a slightly sour taste in my mouth. Perhaps the style or content of the playtest scenario needs tweaking.
I seriously hope that HW doesn't tip the emphasis from role-playing to roll-playing. I've enough confidence in Robin's work and commitment that I strongly suspect it won't, but I'm a little worried.
Jon
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