One System to Rule Them All (Was: Re: [WorldofGlorantha] Re: How Much Rule fiddl

From: Rob <robert_m_davis_at_...>
Date: Mon, 23 Jul 2007 22:35:41 -0000

Not really. Its about the same. But it is easier for newbs, as they don't have to look around for their armour ratings. To be fair I am well experienced in the armour ratings which means for me working off improvs is easy.

But hey, I use improv bonuses and penalties a lot. You want to hit a guy, great - explain something really cool, funny, or inventive or doing something that will give you a tactical advantage, then I will give you extra bonus points for your great narration as a player. Its this kind of thing that makes an abstract game like Heroquest come alive. The numbers are pretty meaningless - its all in the narration, for me anyway.

D&D type games are actually pretty abstract, with armour classes, armour tables and weapons tables and some folk generally get a kick out of picking the best combo of weapons and armour that their encumberance allows (I know I do when i play those games).

But Heroquest is designed to be 'cinematic' in flavour. Remember Lurtz and Aragorn fighting in the Fellowship of the Ring - classic example of an extended contest - Aragorn was down baby, but he came back and 10 minutes later was off jogging after a bunch of orcs. In most other games he would have had to cast a few healing spells, or take a few potions at least!!

Its not important what you carry as much as why you carry it. Heroquest quantifies dramatic contests outside of the usual task resolution systems of other games - you know, 'I unlock door', 'I hit troll'. Emotional struggles are no longer based on GM/Player fiat, but are informed by die rolls, with the narrator and the player sharing in the narration of the outcome, based on the stated goals.

Regards
Rob

Powered by hypermail