Re: HQ for Other Genres

From: drpachyderm <dunlaing_at_...>
Date: Wed, 08 Oct 2003 14:21:14 -0000

> One thing that daunts me about adapting HQ to other genres is the

> problem of fleshing out keywords for those genres. In a modern
superhero

> setting, for example, you could have hundreds of professions without

> much difficulty (cops, reporters, inventors, computer programmers,

> etc.). Coming up with fleshed-out keywords quickly becomes a
terrible chore.

>

> Does anybody see a problem with starting with some generic keywords

> (like the above) and waiting to flesh them out during character

> generation or play? That seems like the most sensible way to get the

> game going without delaying unnecessarily while the Director fleshes
out

> the Spacejacked-janitor keyword.

>

> Guy

Here's how I would do it:

Just give them the Keyword itself with no abilities underneath it and tell them to leave lots of room on the sheet.

So if I decide to play a reporter, I write down Reporter 17 and am done. If I want to raise my relationship to Informants, the Narrator lets me start at 18 instead of 13. Let the players come up with the abilities underneath the keyword as they become necessary (or as they spend their initial 20 points if they use any appropriate abilities)

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