Why some of these debates just may not be resolved

From: ian_hammond_cooper <ian_hammond_cooper_at_...>
Date: Fri, 12 Apr 2002 16:29:54 -0000


I would just remnd everyone that RPGs are not unified in the way the approach the problem space of creating a game. For example D20 is not just a different implementation of modelling fatasy gaming to HW, it sets out to implement a different paradigm of gaming. The same is true of HW and RQ, HW sets out to be a different type of game, it does not try to create the same game with different mechanics.

OK I'm sure this is not a revelation to most of you, but my point is this. Some people may not like the type of game Hero Wars is, but this is not the forum for that kind of debate, its actually to help people who like the game but want help understanding particular rules or advice on how to handle a given situation. If what you wanted was RQ4e fine - posting here is not going to transform this game into that one. They are too different in conception. If you have tried but hate Hero Wars's approach, but like Glorantha maybe you need to look for a style of gamesystem that better suits your needs.

I have really enjoyed using Hero Wars to game with ove the last 2 years and I have found its design innovative and refreshing.

The argument about no. of augments never comes up. As narrator I have an idea of how much preperation time the players have, based on the context. In my notes it might say: They do a ritual; they see the other guys at the end of the valley they have time for 3 augments etc. To say this ia handwave is to misunderstand teh type of game you are playing. Hero Wars is a narrative game - it is the context of the narrative that you write that adjudicates the situation. The story, the context, these are as much as part of the rules as the rulebook is. That may be a paradigm shift for you, but arguing that the rules for encounter ranges by opponent and terrain type and possible augments in situation X are Y miss the point. Its like asking why there are no rules for Aging in Monopoly.

Now some people may not like that - they may wanta different style of rules. My advice is try it, and try it on its terms - as a narrativenot a simulatoinist game. If you really cannot stand that there are no rules for: encounter range, spell casting times, hexbased  combat with minatures, wepaon lengths, hit locations etc you may have to accept that you are not playing a game that suits your and your players. You may not want a narrative game, you may want a more simulationist game.

I came from a RQ background too, but having drifted through Pendragon was perhaps ready for a shift to a narrative game. I felt liberated by it. I hope you do to - but you might not. But coming to the Hero Wars list and asking for those rules to be changed to be simulationist is fruitless.

Hero Wars is not trying to being the same kind of game RQ, GURPS, or D20 are. Arguments that call for it to be so will just degenerate into pointless flamewars.

And no I was not planning on monitoring this thread so your howls of protest may be ingored.

Ian Cooper

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