Re: Hero Wars playtest

From: Alex Ferguson <abf_at_cs.ucc.ie>
Date: Thu, 7 Oct 1999 02:18:34 +0100 (BST)


Ian Thomson playtests Hero Wars:
> The combat seemed to take for ever, but then I certainly didn't know what i
> was doing, so if we played another few games that might be a problem that
> went away V quickly

I suspect so. As someone commented to me in another context, if the contest is taking too long, have someone bet 100 APs, that'll end it right quick! (And perhaps messily...)

> It also seemed really wrong that my character (skill of 22) goes up against
> a guy with skill of 9, and I sacrifice a bunch of fate points on the
> outcome - then I roll 7 out of 22 on a D20 and he rolls 6 out of 9, and he
> wins!!!

Assuming by fate points you mean 'APs' (it sounds more like Hero Points, but they certainly _don't_ work as you describe), it's statistically speaking the case that if you're the 22 (2W) guy, betting low typically is the best strategy -- the Karpov strategy of grind out a forced win from your half-pawn initial advantage. If this doesn't seem to your taste, you can alter the balance of power somewhat by as a rule of thumb, giving bonus to more 'dramatic' actions (which ought, narratively speaking, to correspond to large AP wagers), rather than to those 'playing it safe'. I emphasise 'rule of thumb', since large bets on extravagantly stupid actions ought to be their own 'reward'. ;-)

> Also there are no MP, so you can just cast spells forever, not a problem if
> you are a Carl, like I was, as few spells would be relevent to cast
> continually, but what about a sorcerer? I imagine the spells would also
> have to be linked to fate points in order to restrict them

I don't think MPs were ever a very good model for magic, and certainly not for _divine_ magic. (This spurious business of theist cults hawking 'spirit magic' has been rightly punted: theist characters use theist magic, and about time too.) I think the basic thought is to replace the 'finite resources' model (MPs and 'uses' of rune magic) with a ramp of difficulty in using magic. I'm a tad hazy on the details myself.

> Finally, the characters were good. despite the lack of stats making us all
> wonder how smart, tall, good-looking we were.

Unexceptionally so, I'd assume, unless the character description says otherwise. You can, after all, include any of the above if it's a Notable part of your character. (Some of the playtest characters may be 'sparse' in abilities compared to what you can cram into 100 words if you really try...)

> I truly hope H Wars doesn't throw out the baby with the bathwater as
> regards the beautiful cults system already in place, and at least the
> essence of the Spirit and Rune magic systems. I was an Orlanthi worshipper
> of a Hero Cult, which seemed to make absolute sense instead of worshipping
> Orlanth specifically - I really liked that

I can fairly confidently state that actual Orlanth worship has not been abolished. ;-) (Not by the rules system, that is: please check with your friendly neughbourhood Provost Marshall for the situation on _your_ tula...)

G'luck,
Alex.


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