I just wanted to say that I am not saying that if folk like using
armour and weapon ratings they are wrong. Just that there is another
way to do it. I wasn't sure that was that clear what with all my
proselytizing.
Regards
Rob
wrote:
>
> --- In HeroQuest-rules_at_yahoogroups.com, "David" <daveolloyd@> wrote:
> >
> > Hi!
> >
> > Well, I realize that there are others on this list who are more
> > experienced with the game than I am, but isn't a system where you
have
> > to improvise the armor penalty/bonus for each fight more time
> > consuming than a system of "fixed" numbers?
>
> 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
>