I think I've used this in the past for an assault course that a party was trying to get over in modern-day espionage game. Each obstacle was a contest, and your carryover, as in a HeroQuest, was the measure of your lead into the final foot race at the end. It worked very well. I'd completely forgotten having done that.
> I just got a picture of using HQ to model a game of golf -
> with the difficulty of the hole being broken down into -
> drive, second shot and putting. Each hole would have hazards
> that would determine the difficulty of the next shot
> depending on the success level of the shot before.
I'm sure there's a nice and mythic Gloranthan analogue for golf out there. Probably involving knocking your enemies' heads into holes with a club or something. I'll have to think about which culture that would fit best.
Regards,
Bruce
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