>Many of the questions posed about how a novice Glorantha narrator
>is supposed to know what is "typical", or "credible" seem to imply,
>at least to me, an element of simulation that HeroQuest isn't really
focused on.
>
>For example, you could give a novice narrator a copy of HeroQuest 2
>and tell her "Glorantha is a magical fantasy world where each society
>has its own myths and legends defining what is good and evil and
>providing magic unique to that religion." That Narrator and her game
>group could then run a perfectly grand game.
Sure, but then I've never found that part of things the real difficulty
in running HQ.
Of course, I mostly didn't run HQ 1 in Glorantha, so that's neither here
nor there.
HQ 1 though, was built around Glorantha. As I said, HQ2 isn't about
Glorantha and
so any things about grokking Glorantha aren't an issue in terms of how
easy HQ2 in and
of itself is run.
I think a bigger deal is the whole aspect of whether the dice tell you
"what happened" in a given situation.
HQ2 goes about this in a different way (I suspect) than many people are
used to.
LC
Powered by hypermail