We ran into a number of problems and misunderstandings. Here are my proposed solutions.
(These arose out of actual play but the following notes are specifically related to Heroquest and don't belong in the Actual Play forum.)
Thanks to Hans' discussion of Tunnels and Trolls
(http://www.indie-rpgs.com/forum/index.php?topic=19038.msg200151#msg2001\
51
<http://www.indie-rpgs.com/forum/index.php?topic=19038.msg200151#msg2001\
51> ) in the Actual Play forum for clarifying my thinking on these
matters.
Contradictory Rules
Here are the rules from page 79 of the Heroquest rulebook:
"You can augment with any number of mundane or magical abilities, if they are appropriate and the narrator agrees. You may only use a particular ability to augment another once during a single round. Thus, you cannot use Strong twice to augment Sword Fighting, and magical abilities often have limitations on stacking. The narrator may decide that it takes a certain amount of time to apply multiple augments, even with mundane abilities."
And 3 paragraphs later the book contradicts itself:
"Some abilities are inherent characteristics, such as Strong, Clever or Large. It usually takes no time to augment with them, so even augmenting with multiple abilities does not take an unrelated action in an extended contest. Thus, during each round of combat a giant automatically gets +6 each for its Large 18w2 and Strong 18w2, and another +3 for its Tough 10w."
Well, which is it?
3 Problems
#1 Does the giant use Strong once per round of an Extended Contest or only once during the entire duration of an Extended Contest? The rules take two diametrically opposed stances on this point.
#2 In Simple Contests, everything is over in one round anyway. Players have to decide how many augments are applicable. This is, in turn, affected by the duration of a contest. A second's decision might not allow 10 augments. Or it might. How many augments can be loaded on at the begining of a Simple Contest?
#3 What is the process for deciding what is a "reasonable" amount of augmentation? What is the process for deciding how long a contest lasts and what, therefore, are "reasonable" augmentations in that period? These two problems can be subsumed under a general process of decision making about conflicts. But what is this process?
Solutions
General Approach:
* Approach all problems in Heroquest as problems of conflict resolution
rather than task resolution.
* A Simple Contest is, then, not a simple task. Such a contest could
last for a whole day, or a whole battle. Simple Contests are simple
means for resolving conflicts, not a quick way to resolve quick tasks.
* Extended Contests are not necessarily long contests: they are contests
whose every detail is of interest to the players. They are closeups or
set pieces.
Solution to #3
* I have no general statement on the mode of decision making in
Heroquest. I can only offer the practical solutions that I will apply
in my games. The default seems to be the traditional role of the GM as
final arbiter of the constitution of the Shared Imaginative Space.
> Rule of 3
-3 magical and 3 mundane augments seems a workable limit to an ordinary
conflict that is not particularly intense or which does not involve the
players' major goals or backstory or values.
- The limits on magic augments are in the rules and the guideline about
mundane augments is an extension of it.
> GM sets the Parameters of the Conflict
- GM has to set out what is at stake and what time, space, and resources
are involved in the conflict at hand. Such guidelines allow players to
make reasonable decisions about what abilities they can and should bring
to bear.
- In any situation where the guidelines are being exceded, the GM and
the player have to justify every single one of the augments being
proposed. I as a GM have to get a little better at this, but by being
fair and consistent I can prevent inter-player conflict. Fairness to
all players is important as we are now seeing more intra-character
conflict which should not spill out of the fictional level of the game
and turn into conflicts between the players.
General Solution to #1 and #2
> Apply the Solution to #3 in both cases
> Players declare augmentations that could affect the outcome of the
entire conflict at the start of that conflict.
Specific Solution to #1
> Players declare augmentations that could affect the outcome of the
entire conflict at the start of that conflict. These last throughout
the whole conflict. Such augmentations include:
* magic * personality traits related to the conflict * abilities related to a conflict.
Specific Solution to #2
- Simple Contests should have their parameters set by the GM.
- The Rule of 3 provides a generally applicable limit to augmentations
in such contests, regardless of how long they might be in real-time
terms.
- Conflicts of deep thematic interest or of relevance to a characters
goals or backstory can justify the application of augmentation in excess
of the Rule of 3.
- However, Extended Contests are the venue for exploring conflicts of
deep thematic or personal importance. Icing a few monsters or getting
some cash are not conflicts of such importance.
What about a series of Related Simple Contests?
- I have been using these more often than Extended Contests for two
reasons: the players are still getting comfortable with the system and I
like to save Extended Contests for climactic conflicts related to the
story arc. However, we can start using them more frequently if players
wish.
- My use of related simple contests is an application of the rules for
heroquests to mundane situations.
- The GM may say: this is an open-ended situation. Let's resolve it with
a series of Simple Contests.
- As before, the GM sets the parameters of the situation. - Players set augments applicable for that situation. - Each stage of the situation is resolved by a simple contest. - If there are gaps of time or if there are major changes in thesituation, the choice of new abilities and new magical and mundane augments is appropriate.
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