Re: Re: Non-Exhaustive Augmenting

From: Ashley Munday <aescleal_at_...>
Date: Mon, 27 Aug 2007 07:52:32 +0100 (BST)


Hi Ian,

That's interesting - that's the way my group are playing the game at the moment. It's working fairly well. If a player wants to improve an ability within a keyword they have to spend a hero point on it to seperate it out of the keyword but I haven't found that happening much.

Cheers,

Ash

> Brian Curley wrote:
>
> > One of my players complaints about HQ is that it
> takes
> > so long to scour their sheets looking for every
> possible augment.
>
> One possible solution -- and I've heard tell that
> this is how Robin
> Laws intended the game to be played from the outset
> -- is to keep the
> character sheet limited to keywords,
> character-specific attributes,
> passions, and relationships, not allowing lengthy
> lists of keyword
> abilities. In that way, you have a much more
> managable handful of
> attributes from which to draw augments and less
> fiddly cross-
> referencing. A lot of the agonising fiddliness of
> augment-hunting
> arises from picking out multiple augments from
> within the same keyword
> when a single score from the keyword itself will do.
>
> !i!
>
>
>
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