Re: [HeroWars] Re: Hero Quests R Uz

From: Wulf Corbett <wulfc_at_...>
Date: Tue, 09 Jan 2001 18:56:30 +0000


Moved over from the HeroWars list...

On Tue, 09 Jan 2001 16:46:48 -0000, "Jeff Kyer" <jeff.kyer_at_...> wrote:

>> > At the end of the quest, I just look at each hero's accumulated
>> carry
>> > over and give that to them as directed experience
>>
>> Wow, that's high! That could be in double figures easily if they do
>> well...

>Besides, it was the only way I could think of to raise affinities
>quickly without resorting to 'here, have a +5' I think I'd restricted
>the points to affinities and abilities that are appropriate to the
>quest.
>
>Certainly its not much different from the 'wager' style quests in
>which you can come back with a new 10w2...

Well, yes, but I was assuming the benefit was so big since the wagered Ability matched it... but if you end up with maybe 20 HP from an entry-level HQ (and carryover isn't dependent on the level of abilities used), that's quite a hike!

But my real problem isn't so much with the content of the HQ as with the narrative flow. For years RPGs have tried desperately to avoid that epitome of unimaginative scenario design, the linear storyline. We have all this rich background, a game system so flexible and open the wind whistles through it, and to achieve anything important it's back to Roleplaying by numbers... enter room 1, fight 3 orcs, take treasure... enter room 2, fight gelatinous cube, take treasure... In some ways HQs are worse, you know in advance there's 3 orcs in room 1 and a gelatinous cube in room 2.

Wulf

Powered by hypermail