Narrative characteristics

From: connruadan <connruadan_at_...>
Date: Sun, 20 Jun 2010 16:01:02 -0000


Hi all,
I don't know if this issue has already been adressed : if so, it would be kind to point me to the relevant posts. If not, then I would like to know what you would think about reintroducing "light characteristics" in HQ. In Sorcerer (from Ron Edwards) or in Maelstrom Storytelling (from Christian Aldridge),for instance, you have those broad characteristics respectively named Stamina/Mind or Mind/Matter/Spirit/Chaos. I know those 2 games do not use the same system as HQ2 but I like the idea to have just a few characteristics like body & mind to help players flesh out their character and, on top of that, to have something to rely upon when their character tries something for which they have no ability at all (with the -6 penalty of course) : those base scores would then come in play. "Of course", these broad abilities / characteristics would count as umbrella keywords and could have specializations. I know there are some difficulties There would then be a difference, for instance, between mental or physical abilities and social or magical ones : the former would have those characteristics to save the day when no ability is available and the latter would not have this option (just relying on the default score of 6). This difference makes no difficulty for me but there may be other consequences or inconsistencies I don't see (with the mechanical or philosophical design of HQ2). I hope I was clear. Moreover, I hope I did not miss the whole HQ2 point...

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