Thanks! I've just read Nameless Streets book w/ Organic Improvement optional rule and trying to upgrade my own optional rule.
>
> You have a good point. In option "a" going up in the ability could be
> explained neatly as reflecting the reality of the character's
> actual experience in the story. If he is using the ability to effectively
> solve problems then maybe the ability *should* have a higher rating.
>
> As for option "b" I would definitely make the ability go up on either a
> success or failure - the player paid for it by "bumping" the resistance
> after all. I might explain this as "you learn as much from failure as from
> success", but that sounds uncomfortably like a simulationist explanation.
> The more narrative explanation is that regardless of success or failure, the
> character still used the ability to resolve a conflict in the story and thus
> it should be a larger part of the character.
>
> Note: the sim vs nar issue matters to me only because I try to make my
> particular game run on narrative principles and the logic gets confusing if
> I mix the two. In other words, mixing the two approaches makes it harder for
> the players to predict what they need to do to be successful.
>
> -Kevin McD
>
> On Sun, Sep 5, 2010 at 2:45 PM, Aleksandr <ave_at_...> wrote:
>
> >
> >
> > It seems interesting too! But what will do some hero when facing ugly ogre
> > (14 resistance) with only his pistol (pistol and sombrero 13 ability)?
> >
> > a. (first option) If he wants to make his skill remerkable and magnificant
> > hi bumps up Mastery and tells good story about it. His ability "pistol and
> > sombrero" goes up.
> >
> > b. (second option) He wants to make it hard significant struggle and bumps
> > up low resistance... Oops! Isn't it Nartrators job? OK, he bumps up
> > resistance to very very high. And he fails. Does ability go up or not? I'm
> > not sure.
> >
> > --- In HeroQuest-rules_at_yahoogroups.com <HeroQuest-rules%40yahoogroups.com>,
> > Kevin McDonald <kpmcdona_at_> wrote:
> > >
> > > That's an interesting idea! I may try a variant: players can bump as
> > usual,
> > > but if they want to increase an ability they have to bump a *contest*
> > > instead. In other words, they spend the HP to bump up the resistance they
> > > face to the next level, and then they explain why the odds are suddenly
> > that
> > > much worse. That way increasing character abilities becomes tied to
> > > increasing the drama in the story.
> > >
> > > -Kevin McD
> > >
> > > On Sun, Sep 5, 2010 at 8:39 AM, Aleksandr <ave_at_> wrote:
> > >
> > > >
> > > >
> > > > Have anyone ideas about nonstandart use of HPs? I like to totaly invert
> > the
> > > > rules!
> > > > 1. Each player gets same amount of HPs at start of each session (3 as
> > > > example)
> > > > 2. Any time a player can use HP to bump Mastery in contest, as usual.
> > > > 3. Player marks corresponding skill, whick was used in contest.
> > > > 4. At the end of session all unused HPs is lost. And all mark are
> > converted
> > > > to +1 in skill.
> > > >
> > > >
> > > >
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