Comrades!
I don't read this list as often as I might, but I've been quite
saddened on reading this thread this morning.
- I defy anyone writing 280 pages of rules to do so without
creating the slightest ambiguity, especially when you are also
trying to keep them readable and interesting. Yes, there is a slight
ambiguity in the Puma People shapechanging ability, but is it really
worth so much attention (and, it seemed to me, rancour)? It is not
covered by the common magic rules. Pretend that is written in the PP
homeland and move on. While the Gloranthan tribe is often
wonderfully uplifting in its enthusiasm, imagination and creativity,
at times I feel there can be a descent into obsessive nit-picking
that seems destined to suck the life out of what is, let's not
forget, a game.
- Don't like something? Change it. I think this is something that
is pretty clearly enshrined within HQ: the story, MGF and the
narrator's and players' interests take precedence over the words on
the page. (I don't follow the rules exactly as per the book, and I
was one of the people writing it.) That said, I have far more time
for people who say 'this is how I run it' rather than 'this is how
it ought to have been written'...
- Dave Camo has been doing a great job trying to field questions
and generally act as a human FAQ, as well as feeding stuff back to
II to go into the official FAQ. As he writes, he was lead playtester
as well as contributing to and content editing HQ: if anyone was
curious about his role, they only needed to look in the book's
credits. Maybe this is just Monday-morning sensitivity, but I can't
help feel that in some cases he is being treated as a target for
doing this, and I think a little more credit is due to him for his
activities.
Personally, what I love about this group is the creative use and
exploration of the rules, from their use in other milieux to
alternative ways of creating characters. Sometimes, though, it is
important to remember that it is just about fun...
All the best
Mark