>Hmmm... in our Seattle games, I think David and I are much more
>willing to just let characters get killed. My erudite half-mad
>berserk died a pretty pointless death last game, but hey, he who
>lives by the mace gets his soul frozen by darkness spirits.
Were you satisfied with the death? If so, score one for HQ. Nobody is saying that you should never kill characters, or even only rarely do it. What HQ allows is for you to make it precisely as common as is should be. Which for some players is probably every other fight, for all I know.
In fact, now I really want to run a game that way - I really like making characters, you see, and this gives me an excuse...
If you weren't satisfied, consider changing the way you look at combat outcomes. That is, use the flexibility to make it work for you.
Mike
Powered by hypermail