Re: HeroQuest Rules

From: antalvarez2001 <antalvarez1976_at_...>
Date: Wed, 16 Oct 2002 08:35:27 -0000


> but were very light on actual rules.

Few rules, but very flexible. With imagination, you may put anything in the rules. It was a very creative and interesting subjet in my games.

>As I recall, most of the skills/feats/abilities were not defined

I looked it with suspect, at first. But in my experience it is one of the better points of the game. The lack of definition was great in my episodes, because it enhanced the player's and Narrator's (me) imagination for making different things with the same abilities. A lot of people liked this point at the practice, not only my players, but also unexperienced players in the events I have run. But is difficult, IMO for unexperienced narrators.

>and combat was more of a mathematical exercise than a dramatic
>resolution system

The rules of combat are not perfect, but favor good and dramatic descriptions for the players and the narrator (AP's bids and descriptions of AP gain and loss).

>Thus, for me, crunchy systems provide more entertainment than rules
>lite systems.

Is a good option, for that reason there are many kind of systems, but I suppose (and hope) that HQ -with some minor changes- will follow the same 'spirit' of HeroWars.

Regards,

Antonio

Powered by hypermail