> 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.
>
I've found it helpful to think fo heroquests as falling into several categories :
Most probably have a bit of many of these, but I've found focusing mainly on one of the first three is probably sensible.
Having said that I'm currently trying to write a HQ suitable for a Humakti devotion before Thursday's game...
Cheers,
Graham
-- Graham Robinson The Stable Yard - Internet Solutions gjr_at_... http://www.thestableyard.net
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