> >From: Doug Bonar <dbonar_at_g...>
> >I do find it hard to imagine a play style that is built on
> >constant digressions into which attribute might apply or whether
> >GM understood the player's intent correctly.
> I don't know whether or not to take this seriously or not, but
I'll bite. <snip>
It's easy to see how it could be seen as digression. I expect that Mike H. playing HQ mostly over ICQ (yes?) is an aspect, as this brings in the [written] narrative and, at its simplest, the rule: you get an augment if you use the ability to colour the narrative. This generally works for PbEM too. FTF I honestly haven't the experience.
Adding another level of complexity (leading to simplicity in terms of good, slightly played out simple contests), you can incorporate those 'digressions' by playing out the augments. In the Nimble augmenting Loves Family example, say, the player describes how the hero darts towards the raider, narrowly missing the spear and distracting his attention momentarily from the hole in the ground where the kids are hiding. Ching-ching, says the narrator, that's your +2 augment, but the raider eyes the walls and floor suspiciously, having seen this sort of thing before (ching-ching, plus 1 for Pillage), building up to the critical moment of the rolled dice.
Now, what I think would be good, Mike, would be an example of a drawn out, interesting-augments simple contest leading to the moment of the dice roll, for the Issaries website. Do you have an example d'you reckon? You could have the players fail and show how interesting it is too...save on the RSI :)
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