On 2/23/09, L C <lightcastle_at_...> wrote:
> Nick Eden wrote:
>>
>> The main thing I would think is that it helps me tell stories. Often
>> stories that aren't in the published sources, which I need to do
>> because the published sources are thin on the ground, and besides
>> which, they're full of ideas about someone else's game not mine.
>>
>
> Yeah, that's an issue for me as well.
>
>>
>> When the PCs find out that Broyan of the Volsaxi is going to be
>> attacked by Beat Pot Alwin, is that a credible threat? Do they need to
>> save him, or should they be heroquesting for deck chairs and pop corn?
>>
>
> Well, if they are both legendary warriors, maybe they get deck chairs.
> Or maybe they decide to support him to defeat the lunar scum. Or maybe
> they "know" that no Lunar cook can defeat the mighty Broyan, so they
> don't get involved? I'm not sure knowing the numbers improves the
> decision making process more than knowing "Broyan is the mightiest
> warrior in Sartar" and Beat Pot is "Legendary Champion of the Moon". I
> see those two things and I think I do everything I can to help Broyan
> unless honour demands I stay out of it.
>>
>>
>> One thing that occurs to me about the 'everything's relative'
>> approach: Doesn't that mean that the end of level boss will always be
>> approximately the same, regardless of whether they're a food trollkin
>> or the Crimson Bat?
>>
> Obviously, I don't have the rules, but I don't think that's how it
> works. It might be that the challenge you face from the end level boss
> is the same, but would be framed differently in different cases. Or it
> might just be that if you decide to kill the Crimson Bat, the Narrator
> looks at your stats and says... "Um.... No." I think you can set
> anything to any resistance you want. (I certainly would unless someone
> convinced me that made no sense.) Now, "Drive the Crimson Bat off" might
> end up being the same resistance as "Talk that crazy trollkin away from
> the ledge where he's holding the Windsword". I don't know.
>>
>>
>> I agree, fwiw, that within a given narrative, we need to have
>> challenges that match the characters and the setting, but I think this
>> can be over done: It will probably work very nicely with the kind of
>> rail roading scenarios RQ/HW/HQ1 has suffered from in the past (I
>> don't need to list them do I?) but I don't think I'm alone in hating
>> such things._.___
>>
> I'm not a fan of the railroad either, but it seems trivially easy to me
> to look at a situation and go "This is hard. This should be a tense
> scene," and then put the resistance appropriately. I might be imagining
> HQ2 completely backwards, but it seems the system is designed to let me
> do that.
>
> LC
>>
>>
>
>
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