Everyone has been throwing in their 2 cents worth
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Since Robin said it is OK to talk about Hero Wars, at least in
general, I figured I may as well get in on the fun...
The game is very playable at all levels. Sure, the focus has been on higher level characters, SO FAR, but a few simple turns of a screwdriver can lower the power level. Playtest characters had their best skills at 6, which means they succeed on a 6 or more on a D20. If this is too high, start your characters as initiates, or farmers, or whatever, with skills of 12 or 14 or 19. That's it. Interestingly enough, none of the playtest PC's had allied spirits, magic items, etc.
If the combat is too abstract for your tastes, some greater OPTIONAL details will be included. This doesn't include hit points or hit locations, but I'm sure this crowd could easily come up with their own if needed. Wounding characters is also an optional rule.
Hero Wars has a very Gloranthan feel to it. Number crunchers, combat simulators, and mini-maxers will be disappointed. Live with it. Rules heavy games don't bring in new audiences. If you own RQ and want to keep playing it, then keep playing it. Most of the Hero Wars material will still be applicable, even if you have to do your own conversions from HW to RQ2/3/whatever.
Chaosium and the future
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Chaosium doesn't have a perfect track record, but that's almost
beside the point. Issaries Inc. is taking a different approach to
almost every level of this effort, from writing to marketing. I'm
going to be optimistic, because the alternatives don't get anyone
anywhere. I only hope they can find a slightly larger pool of
professional writers to keep the pipeline of products full. Very,
very few of the "fan" writers have the time to write a major product
to deadline.
Take Care,
Rick Meints, Education, Training & Development, 8-737-2126
Mobile: 0976-686-454 Internet: RMeints_at_e-mail.com
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