>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.
Four words: Climactic Scene Consequence Table. I occasionally use it during rising action if it makes sense that a scene have a different feel.
>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.
If you want to make sure they improve skills (and this is not a part of all games or genres), give them directed improvements. We tend to make this loose -- if someone distinguishes themselves in a debate, the GM might say "take a +1 in one of the abilities you used to persuade the Duma."
>In the first edition HQ you could, in an extended contest, exchange
>7 AP taken for a hurt.
A great idea (it was mine) but it didn't really work that well in practice.
-- David Dunham Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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