Re: Digest Number 339

From: Kmnellist_at_...
Date: Tue, 7 Nov 2000 12:38:30 EST


In a message dated 11/6/00 8:42:56PM, you write: Erik:
<< was struck by its generic quality, and its lack of a strong central  conflict. Magic Fish sends you on a mission, will give you some  money (measured in Lunars not Wealth), maybe you tussle with Lunars,  maybe you don't, Baboons show up but don't do much, fight some minor  league chaos beasties, and back to the magic fish.>>

It struck me that some of the encounters could be considerably enlivened by HW contest resolution where in the original it relied on 'roleplaying'; for example bargaining with Glurf should be a contest, getting extra info could be a contest, Glurfs stats are not really relevant unless he is 'contested with'. Act II scene one could be a series of contests to get suitable equipment. scene 2 should have some event, even if it is something trivial. Act III; phinphobs doesn't have a real agenda. Either he should have a reason to conflict with the heoes, or help them, or something. Act IV, digging should be a contest against the earth, perhaps a conflcit with 'pride' traits for example. The baboons are a good chance to use Wealth, intimidate, pleading, or other abilities to get help. I've always loved baboons that say "what ho!" makes me think of the Alpha Male Jeeves and his Beta Baboon Wooster.
The Ghost should engage in some sort of 'boring' contest, resisted by the Heroes, 'stoic' or 'likes droning' ability.  

<< Hidden agendas?
 Possible team work (give something to Baboons or they report you to  the Lunars)? >>

I kind of agree. The original was also lacking these aspects, so this is not entirely unexpected. I just wanted to comment because I think HW mechanics could be used to improve scenarios like this one.

Keith N

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