Re: RQ v. HW v. HQ1 v HQ2

From: Jeff Richard <richaje_at_...>
Date: Sun, 22 Feb 2009 20:28:40 -0000


> >David Dunham and I found during
> >the course of running several hundred HQ1 games that we would set the
> >resistance level for a contest AFTER the players had come up with
> >their augments.
>
> Right -- in HQ1, published (or Narrator-generated) stats were ALWAYS
> wrong. Using them would give you bad results either as simulation or
> narrative.

Yep. That's why my complaints about HQ1 stat blocks are not based on "narrativism" but simply that they didn't work within the rules. It was just that we learned that they were ALWAYS wrong.

> But Jeff and I have enough experience as HQ1 Narrators to know that
> pre-generated numbers flat out don't work in a campaign.

Yep. They might work in a one-short or short campaign. But in an extended campaign, they never worked. In that regard, the HQ1 rules were just plain broken.

Jeff

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