> HQ2 relativity in skills I found a barrier to
> even completing reading the book, it's so against how I want to run
> games
Well, the most important guidance on determining resistance is that you, the GM, do it. The Pass/Fail cycle is a suggestion for cases when you, the GM, want some additional guidance.
Jeff
> We were supposed to roll Climb with all sorts of modifiers a dozen times to get into the Big Rubble. Maybe we did that once, but then it got boring - and the GM just waved his hands and we were in. HQ2 just legitimizes and formalizes what we were already doing.
Another Rubble example: the Adventurer's Forms. Our GM actually had us fill them out the first couple times, but then didn't bother. We all knew there was a hassle but it wasn't worth playing out over and over.
HQ doesn't offer guidance on when you can dispense with the Rubble forms, but it does try to offer a simple way to make the stories a little more dramatic.
David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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