Like what narrating means and how to interpret degrees of success.
What realism means.
What the numbers mean and what not and how they relate to realism.
This is something that i really critisize about HQ. Most players wont have
any time or interest to be in this group. Sometimes i wonder how they can play
this game...
When the whole mundane vs. magical resistance discussion blew up, i had a few
emails with mike and after 3 years of me being into this game, he managed to
teach me what this game is really all about und now i understand most of my
misconceptions.
I think the game needs more explanation:
How traditional games differ from the HQ system, for instance. I admit there are some notes in the gamemastersection of the book but this is a bit too abstract.
The whole ability thing, what is the key to understanding this game, like usefulness, why augments seem so puny sometimes. Some extra explaining material might be really helpful i think.
thank you
Christian
Powered by hypermail