Re: Re: Magical Augments - A little extreme?

From: David Cake <dave_at_...>
Date: Fri, 12 Apr 2002 04:23:45 +0800


At 9:23 PM +0200 11/4/02, Julian Lord scribbled:
>Hmmmmm ... Is David sending private copies of his hw-rules postings
>to _everyone_ , or is it just me ??
>
>Agh !! What a time-waster !!

        Sorry. Dodgy mail client config. Fixed.

>David :
>
>> The logarithmic design of HQ just means it makes even less
>> sense - in theory, it means each additional augment is actually MORE
>> powerful than the one before.
>
>Been there.
>
>Done that.
>
>But no T-shirt ... :-(

        Yeah. Me no T-shirt either.

>
>> Its all the 'its not a problem' non-solutions that bother me.
>> All the solutions do more or less fix it. Even if all you are saying
>> is 'as narrator I would never let them do that', thats a tacit
>> admission that there is a problem.
>
>Nonsense. HQ is a story-telling system.

        What is nonsense is saying 'its a storytelling system, so problems with the rules don't matter.' I want the rules to stay out of the way of my narrative, not clash with it. Sure, the narrative will always win the clash, but it takes a little bit of damage every time.

> > I think the magical augmentation is the anti-thesis of
>> Gloranthan realism - all the big hero contests I've ever read come
>> down to far more interesting things than 5 rounds of ambush!
>
>Is this the "Ambushing : pro et con" thread ?

        Yep. Call it 5 rounds of preparation if you prefer.

>
>> No, it really is how you get there. The number of wibbles in
>> your game makes almost difference most of the time (sssh, don't tell
>> the powergamers), but how you arrive at that number of wibbles IS
>> your narrative.
>
>YES, this is a story-telling thingamajig, & NOT a roolz problem.

        You can't just say its what its not - determining ability levels is exactly what the rules are there for. Your narrative is constrained somewhat to work within these rules. Sure, you can overrule rules if you like - but rewriting the rules on the fly isn't what the game is about. You want rules that make your narrative go in the direction you want, and maintain a certain consistency (so the players feel like the numbers on their character sheet mean something).

> > >And there's something similar in Harmast's Saga AFAIK/IIRC
>> >
>> >Not to mention David vs Goliath ...
>>
>> Again, you have the bible with the expurgated parts about the
>> multiple augments?
>
>No David, David had hefty Augmentations from God, his Virtue,
>Support from the Nation of Israel, Favourable Terrain, & his Hate Evil,
>Courage, and Righteousness Affinities. And if that ain't in your Bible,
>I'm beginning to wonder about your choice of reading material ...

        No, my version really wasn't too specific on whether he was getting multiple augments from a single affinity, or whether those multiple augments came from quite different sources. Different translation, possibly - modern scholarship suggests he spent a HP, anyway. There are lots of ways to accomplish the same effect (a real big augment), some of which actually do a much better job of representing the story. We have specific rules for the support of your nation, for example, to represent the way it works in Glorantha, and I think they are neat. That has not much to do with the multiple augments from a single affinity.

        I actually have no big problem with multiple augments from multiple sources, as I've stated all together too many times. Multiple augments from the same source? Why? What exactly do we gain, because I have gone on far too much about what we lose.

>
>> Lets go back to HW rule number 1 - for purposes of
>> comparison, the ability level is what matters, not what its called,
>> which is narrative.
>
>HW rule number 1 is : Go With The Story, not this nonsense about
>"ability level" somehow being equal to "narrative".

        Thats an impressive feat of misinterpretation. What I said was what your abilities are CALLED is narrative, and what their level is what matters for purposes of comparison.

        Its a fundamental thing about HW. A contest works the same (with minor exceptions for close combat with weapons, etc) whether you are using your Vicious Chainsaw ability or your Relentless Email Debate ability, its the consequences that are different, which generally depend on what the ability is called. What you implied, in your 'Blue Book of Zzabur' comment, was that abilities should be different if they are called something important. Thats not how HW works. If you want something to be important, just give it a high value.

>Not to mention HW rule number 0, inherited from D&D, which says :
>The DM/GM/Narrator/MoL&D is Master of All Things.

        Remember the rule -1 The rules have to actually make the GM want to use them. Dismissing rules problems as THEIR problem doesn't work too well.

	Cheers
		David

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