Re: The Glorantha Digest V6 #541

From: Brian Tickler <tickler_at_netcom.com>
Date: Wed, 21 Apr 1999 12:48:47 -0700 (PDT)


> Date: Wed, 21 Apr 1999 10:29:27 +0100
> From: Sergio Mascarenhas de Almeida <sermasalmeida_at_mail.telepac.pt>
> Subject: re: HW's power level
>
> An abstract system has the advantage that it leaves to each individual
> player to imagine the exact nature of the result. It's up to the player to
> visualise it.

Go, Sergio. :)

You might be the first person to actually use the word "abstract" to refer to RQ, as compared to HW, and have it stick...

> Date: Wed, 21 Apr 1999 12:33:32 +0200
> From: Julian Lord <julian.lord_at_wanadoo.fr>
> Subject: Hero Wars Wars
>
> I think that many would agree, though, that straight RQ3 has such a tight
> structure, and makes so many demands on book-keeping skills that the story
> tends to be squashed (unless your story is Good vs. Evil; man-to-man ...),
> a fault that AD&D actually has to a *lesser* degree.

Whose *story* would this be that you're referring to...the GM's story?

The ultimate outcome of events in an RPG is supposed to be unknown. That's what makes it a game. The GM sets the stage, then the players make their own history. Now at a certain level things have to go a certain way (the Cradle scenario is a good example), but the rules and dice are there precisely to avoid the game sessions becoming nothing but communal storytelling. Why? Because once the "unknown" element disappears entirely from a game, then there's no risk. Once there's no risk, there's no reward.

The rules provide a framework for taking actions in a way that's fair to all the players and to the GM. In this sense they support the "histories in the making", as opposed to stifling them. Now, rules that go overboard in trying for *realism*, as opposed to simple fairness, do stifle (RQ3 fatigue rules would be a good example of this).

> The user-friendliness of HW is, however, MUCH appreciated; NOT "utterly
> worthless" !

"Storytold combat" is not "the user-friendliness of HW", so I haven't said that HW is worthless...on the contrary, it was not too many Digests ago that I mentioned briefly what I would be pulling out of HW to use in my RQ2 games...and clearly I would not take time to convert anything "worthless". :)

Mikael:
> No, of course not. That wasn't the point; it was a reply to Brian who said
> storytold combats are worthless. One wonders if Brian thinks 'dramatic
> narrative' means numero-mechanical description.

No, but for reasons Sergio pointed out so well, I prefer to make my dramatic narrative at a more basic level and let the players fill in their own blanks. Guess what? What the players imagine themselves is always better then any narrative one could spout off, assuming you're playing with reasonably intelligent players...

> > "depressed"!!!!!!!!!!!!!!!!! Any self respecting Stormbull I've ever met
> > would have long ago had a head banging sesh if his own axe!
>
> Careful. Brian Tickler may flame you for your view of Bulls. :)

No, I agree that most Stormbulls in such a situation would either go insane or kill themselves...just for more complicated reasons than some would envision... :)

Actually my reaction was similar...the word "depressed" seems quite the inadequate sentiment here...

End of The Glorantha Digest V6 #543


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