Re: Re: Re: +1 per 10 alternatives, etc.

From: Andrew Dawson <asmpd_at_...>
Date: Fri, 28 Mar 2003 01:26:27 -0500


At 08:19 AM 3/26/2003 -0800, David Dunham wrote:
>I'm not completely happy about the change, but apparently HeroQuest
>drops the simple "roll to see if you succeed" and makes everything a
>contest.

That's what I get for not reading my HQ fragment carefully enough yet. I'm not enamored of the clatter of multiple dice and the frustration of my players (that's _my_ HW group, not necessarily anyone else's, and several of them play a lot of Amber and happen to stereotypically hate dice) as the dice "rob" them of enjoyment, so I'll be using ability tests and fewer die rolls. MHQWV :-)

Lest I be accused of overnegativity, I've been running HW for over 3 years now, I prefer HQ, and I'll be running it at home and at cons. For example, I really dig common magic, auto-augments, the lack of edges as a standard feature, and the reworked animism rules.

>(I'm curious to know if you found it a problem in my game. Feel free
>to respond privately.)

As mentioned before, I enjoyed the games. I either grabbed the right character, or I was in the right mood to play him or something, but I really liked the Jrusteli marine sergeant going around showing those backward Elk and Pig barbarians that messing with us was going to provoke a non-lethal ass-kicking. I was even planning what he would do if the game continued, such as recruiting the Elk hostage/guide as a follower.

Thanks,
Andy

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