RE: Digest Number 2576

From: Silburn, Luke <luke.silburn_at_...>
Date: Wed, 5 Sep 2007 17:04:03 +0100


Jamie, I suspect you and I are in violent agreement.

I didn't get into the fiddlyness of the BW artha mechanics precisely because they're over-detailed for the style of game HQ aspires to be. However the general design objective that they are driving towards (players only get Hero points when they choose for their characters to, y'know, actually BE heroes/anti-heroes or whatever) seemed very much in tune with HQ's design philosophy. I reckon that putting in mechanics for the gaining of HP of about the same order of complexity as the rules for the spending of HP shouldn't be beyond the wit of a design guru like, I dunno, Robin Laws say....

The other example I considered mentioning in my OP was Fate/SotC. I only held off because all I know of the rules comes from lurking on the rpg.net boards rather than having read the book(s) - thanks for chipping in with some more authoritative detail.

The more substantive point lying under this exchange is that the HP economy is a crucial bit of the HQ design and has a significant effect on the way that the engine plays - hopefully the new core edition will have some advice on how to tweak both the sources and the sinks of the HP economy so that a gaming group can work towards the style of game that they want.

Regards
Luke

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