David,
I'm working several projects at once so I have only read a portion of what I need to before I respond. I did read the portion about Glorantha and magic yesterday. As my experience with RPGs is pretty much only in this arena I thought it might help me assimilate the other chapters.
One point I would like to make: The game I had originally suggested was supposed to be prior to any kind of singularity. After the singularity would be interesting too, but honestly that would be pretty much anything goes. I think it would be very interesting to attempt a contemporary game that deals with the problems, motivations, delusions, etc. leading up to such a potentially huge change. Therefore, I feel the skill set I gave my character is apropos.
In a couple more days I should have a meaningful rewrite and be in a position to repond to the other posts.
Once again, it would be great if we ran into someone here who feels themselves qualified to run such a game. I suppose to some extent such a game could also be collaborative. Is that what convention goers refer to as free form?
>
> Chris
>
> >I have honestly never run into back story being a huge problem in
> >games of Runequest
>
> I don't think I said it's a problem -- in HQ it doesn't help with the
> character sheet.
>
> >I have to say that I don't understand the exact purpose of the
> >categories, Flaws, Relationships, Personality, etc.
>
> Then don't use them. HQ shows a few different ways to organize a
> character sheet, but the idea is, use whatever works for you. (We've
> also tried to keep the HQ2 character shorter than the HQ1 character,
> so sheet organization is less important.)
>
> I suppose a backstory-focused way to do this could be to group things
> into something like Childhood, Captivity, Escape. As long as you can
> quickly find where you wrote down that ability, it doesn't matter.
> It's not like RQ where you get a bonus to all Agility skills.
>
> >I can imagine but from the little of HQ2 that I have read, mostly
> >just character creation, I am not certain about the way these
> >element interact as a whole. I have a vague appreciation that they
> >are used to resolve situations that arise and are expanded on over
> >time all in a narrative fashion. Its time for me to read a little
> >more.
>
> Yes!
>
> The idea is that everything on your sheet can be used to further (or
> in the case of flaws, hinder) a story goal.
>
> She lands on the Alaskan shore. Night is falling. Does she use her
> social abilities to try to stay in the small town, or try to camp in
> the snow?
>
> A Russian finds her camp. Does her hatred take over (and complicate
> the story), or does she cham him? Ko's backstory may help decide
> which choice she takes, but in game terms you use the abilities on
> the character sheet to resolve what happens.
>
> As for the specifics of what the abilities are: you're the player,
> you get to pick! If you think it's important to have a lot of
> survival-related abilities, go for it. As GM I would caution you that
> this was supposed to be a post-singularity game, and my vision of the
> singularity won't give you a lot of opportunities to use those
> abilities in the story. But, players are resourceful, so I'd never
> veto this.
>
> >I get the impression that continues iteration of this character
> >would not be appreciated here in this rules forum. So I think I
> >will send you my next attempt directly to your e-mail.
>
> Please don't. You've gotten interesting answers from others. And I
> think everything has related to the HQ rules and how you describe a
> character with them.
> --
>
> David Dunham
> Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
>