Re: Re: The merits of relative and absoluteresistances (HQ1 and HQ2)

From: L C <lightcastle_at_...>
Date: Wed, 11 Mar 2009 00:28:02 -0400


Matthew Cole wrote:

>As far as introducing HQ2 to people goes - I hope you will find it far
more
>natural to play than D&D. For certain it's been the experience of many GMs
>on these lists that people who are new to roleplaying can be the first to
>cotton to a narrative style of play - even (and especially) in the
presence
>of RPG old hands who are struggling. The problem then is not to pass
on our
>baggage to the new blood!

Personally I a have found people with no experience in previous systems have less to unlearn and so adopt it more easily. At the same time, kids REALLY like RULES. Lots and lots of complicated rules that require memorization and have specific effects. Do you think CCG are huge because they have story?
Part of D&D's appeal is that it is full of fiddly bits and math.

>HQ2 goes to lengths to give the best advice in these areas; I believe its
>good advice to read through the whole thing before playing - if only to
>learn how to run RPGs. Never assume you already know or that you can
>immediately see the value (or lack thereof) in the advice printed.

Advice is nice. The question is whether the system works to make all this do-able and fun.
I want a system that supports a focus on these narrative elements, but still provides enough structure that it isn't just sitting around the table making things up.

>One of the reasons I've been impassioned in my writing on this list is
that
>I'm a fairly new convert to narrativism and I feel the need to 'set the
>world free'.

Yeah. That's obvious. :) Also, a little annoying. (Please take that with a smile, all zealots trying to "set me free" are kind of annoying.)

LC

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