Freitag, 18:29:54, schrieb ian_hammond_cooper:
>If what you wanted was
ian_hammond_cooper> RQ4e fine - posting here is not going to transform this game into ian_hammond_cooper> that one. They are too different in conception. If you have tried but ian_hammond_cooper> hate Hero Wars's approach, but like Glorantha maybe you need to look ian_hammond_cooper> for a style of gamesystem that better suits your needs.
I did not memorize all those posts on that topic, but I'm quite sure that nobody wanted to reanimat the simulationist vs narrativist discussion. although I haven't encountered the discussed problem in my game yet, I still think it is legal to discuss the loopholes of a game system, of which Hero Wars has its fair share.
this might be uninteresting for the more dedicated gamers, but for
each of them there are at least 99 gamers out there who will gladly tear apart a game
with rules as vague as HW.
since HW depends on sales it would be good to make sure that there
will beat least consensus about the basic rules, which after 2 years does not seem to
be the case even among people who wrote them/write for the game.
I'm not sure if this has any parallelism in rpg-history.
my campaign works and is enjoyed by both players and narrator. but it's working because WE want it to work and graciously ignore any discrepancies, and not because the rules as written are coherent.
ian_hammond_cooper> Hero Wars is not trying to being the same kind of game RQ, GURPS, or ian_hammond_cooper> D20 are. Arguments that call for it to be so will just degenerate ian_hammond_cooper> into pointless flamewars.
who claimed this?
if IYO D20 means "working rules", count me in...:)
ian_hammond_cooper> And no I was not planning on monitoring this thread so your howls of ian_hammond_cooper> protest may be ingored.
that makes me wonder why you've posted in the first place..
anyway,
no offence meant!
-- Stefan Freitag, 19:10:33 .||| mailto: stefan.drawert_at_... .||| visit: www.clubintakt.de .||| 06:04:2002 -- Elin wird 2! & club in:Kamp - party
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