Another way to simulate a "running out of resources" story is to have more contests and don't expect the adventurers to win every one of them. Using the pass/fail cycle can end up with a tension between penalties of failure and rewards of success that works quite well in my experience.
Cheers,
Ash
> There were two things that I always hard to work round using Hero Wars and
> HeroQuest.
>
> One was the fact that the winners of a contest were almost always unhurt
> and so it was difficult to do the long term running out of resources type
> story.
>
> One is the basic variability of results and the need to use hero points to
> get results which means you are spending your experience points. That is
> the same problem I had in TORG.
>
> However, I was re-reading the contest rules and may have had an epiphany.
>
> In the first edition HQ you could, in an extended contest, exchange 7 AP
> taken for a hurt. Now a hurt in 2nd edition gives -3 rather than -1 to
> related abilities and so is, in essence, equivalent to 21 AP which is
> close to a mastery worth of AP. What about, when you resolve a contest,
> you are able to bump the result at the expense of taking a hurt?
>
> That would make sense to me, being so engaged in getting the result that
> you push it such that you come out of the exchange hurt. That would also
> provide the player with more control in the game without having to spend
> experience.
>
>
> Stephen
>
>
>
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