>I'm having a little trouble figuring out how to use the narrative rules to
>"simulate" on-going degradation of the player characters.
>If I wanted to run a game in the Call of Cthulhu setting how would I achieve
>a slipping of each character's sanity?
HQ tends to be more oriented to simulating adventure fiction than Lovecraft's work. One thought that comes to mind is to give directed "improvements" to an Unstable flaw. Or to treat Mythos Knowledge like a divine magic affinity -- it's both an ability and a flaw. (Or both.)
-- David Dunham Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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