Ben
I fear your spot on. The onus is very much on the players cooperation
with the narrator. However, I do like Mike's take on it,
that it depends on the stated aim. I have to admit I am further
from Pauls view, which for me is a little traditional fantasy.
To develop things further though, I would say that I would probably
be firm in saying that the 'Love Family' would work in a situation I
described. FREX, the stead is attacked, and the mother grabs her
spear and joins the battle. She see an enemy clansmen standing over
her children, sword raised. I would rule that strictly under those
circumstances the Love Family would be a valid primary ability, but
not before her family was so explicitly threatened. Thus I think
that the *Free Sartar* example would fail the test under most
circumstances so could only possibly augment.
Regards
Rob
hmmmmm...
Regards
Rob
- In HeroQuest-rules_at_yahoogroups.com, Benedict Adamson
<yahoo_at_b...> wrote:
> Rob wrote:
> ...
> > I was considering this today. Heroquest is a narrative based
game,
> > with the logic of heroic fiction and movies. Therefore, say you
had
> > a non combatant - say a steadwife, with a raw spear skill of
17. If
> > she was defending her kids, and had, say, a Love Family of 10W,
I
> > think it would be logical, for that situation to use the Love
Family
> > as he primary skill, and augment with the spear skill.
> ...
>
> This is great once.
>
> But it is a can of worms. It's quite easy to create uber-abilities
that
> can be used in almost any situation. Why bother with combat skills
and
> magic for your Heortling freedom fighter when you could use Sartar
> Patriot to do the lot?
>
> In our games we tend to be much less strict about what we allow as
> *augments*, so using Love Family as an augment in that situation
is more
> likely to meet with Narrator approval.b