Re: Re: Narrative characteristics

From: Trotsky <TTrotsky_at_...>
Date: Sat, 10 Jul 2010 12:50:57 +0100


connruadan wrote:
>
>
> Btw, has anybody tried to translate "planescape tropes" in
> HQ-mechanics (such as "belief is power",
>

If belief is power, then you'd just allow the players to use belief-related abilities to affect the world around them. No need for a stretch, or for a separate ability - belief *is* power, so it's the same ability in HQ terms.

> "community belief is stronger than individual belief",etc) ?
>

To do that mechanically, you'd need something like the community support table from HQ1, but a more HQ2 approach would probably be to allow the community to augment the relevant actions of any individual they happen to agree with. The community's augmenting ability would be determined either by giving it appropriate stats, or by the Pass/Fail Cycle, depending on what you want.

-- 
Trotsky
Gamer and Skeptic

------------------------------------------------------
Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/
Not a Dead Communist: http://jrevell.blogspot.com/

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