>think I (notice the _I_) could run Hero Wars every week - I just =
>don't have the inventive capacity. RuneQuest, at least, does not =
>REQUIRE such evocative descriptions to still be fun, whilst Hero Wars =
>will lose something without them but BOTH systems can be dressed up =
>by inventive GM's and players to be descriptive/dramatic etc... the =
>virtue of Hero Wars, however, is that it DEMANDS that you dress it =
>up. Good for small campaigns, or campaigns not run as often, but not =
>for a week in/week out game IMO.
To be encouraging on the HW campaign front, I can tell you I've ran 21 sessions to date (in around 8 months) of the Gwandor (Culbrea) campaig= n,
as described and posted on Wesley Quadros' excellent site. I would have still =
been running the campaign if it wasn't for my schedule of study and work
right
now, but it will continue, probably in a week or two. =
The Seattle dudes have been running a few campaigns for at least as long-=
HI GUYS! :) = The system is like any other roleplay system, where it has advantages is in its application of social skills that games like RQ don't really cater=
for.
In this sense, the HW _campaign_ is hugely strengthened as the players
spend their plot points on followers, patrons, new skills and abilities
that
allow them to interact with their world effectivel. =
The system is quick and although one may become jaded with describing every attack in an inventive way, this really isn't the point of the system. =
The players pend far more time dealing with the environment they live in and the NPCS they interact with that just swinging a sword.
In other words, the HW system encourages long term thinking on the part of the players AND the GM and this can only be a good thing for creating inventive campaigns.
Regards
Martin
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