I've just read the two HW demo adventures "The Hound Tower" and
"Sheeplless Nights" on Glorantha.com.
I'm surprised : OK, they are good to explain to new players the basic
of the rules, but I don't think that they could be good to give them a
good opinion about HW. I'll try to explain : What is the thing that
make HW different ? The rules ? Yes, but every games has different
rules. The world ? Yes, but it's the same that RQ's. The thing is in
the name of the game : Hero.
These two adventures are about sheep and livestock problems and could
be resolved by young people (childs ?). They are not "mythic". I've
explained to a lot of people that HW is a marvellous game, that you
play heros, that you can make great quest and... They are looking for
lost cheeps !
I've read an adventure for HW in the french RPG magazine "Casus
Belli", wich name is "Les armes d'Orlanth" (="Orlanth's Weapons") wich
was far better and could be played even by newcomers in a day. I will
soon make demo of HW in a RPG shop, and I don't think that I will use
the sheep's adventure. They could be interresting in a campaign, not
in a demo. For the demo, I'll use the casus's adventure wich I think
is more epic, and the players will come back home thinking how they
had saved their clan, discovered a world and a new game system, not
just thinking about a game system and some livestock.
to summarize, we must make new players dream !
I know that I'm not writing english very well, and I'm sorry about this.
cheers,
Greg (not the Great One)
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prax_at_chello.fr
http://pavis.free.fr/prax
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