Re: Re: Starships and Lifepods

From: Bo <lorgryt_at_...>
Date: Tue, 06 Dec 2011 08:32:25 -0800


Thanks, Aaron. I have to get used to the ideal of the system rather than the idea of gaming. The ideal is story progress.

Again, I think it is a self correcting system... once play begins. The problem with theory is that it is always over-thought! LOL

Bo

On 12/6/2011 8:08 AM, Aaron Stockser wrote:
> I know that point very well... too well :P
>
> ...
>
> In "traditional" RPGs each shot fired (or series of cuts/parries/thrusts)
> is represented by an "attack roll" and usually followed by a "damage roll"
> to interpret results.
>
> But that's not what a dice roll means at all in HQ2. Here it represents the
> degree of success or failure *in attempting to move the story forward* -
> which is how the Millennium Falcon can "defeat" 3 Star Destroyers in a
> Simple Contest with a single dice roll in one scene with ease, and then
> experience a challenging Extended Contest against 3 Tie Fighters later.
>
> So the process for determining how difficult it is to kill a cow a single
> shot in HQ2 is completely different. Instead of things like Range, Windage,
> Weapon Caliber being important, I ask myself other questions like:
> -What is the tone/genre of the campaign?
> -How crucial is pulling off that shot to Story Progression?
> -What are the impacts of Success/Failure?
> -What is the purpose of the Contest in the larger story?
>

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