It's a bit thin, but the slightly cult descriptions in the religion/magic chapter help out.
> 2. Do the changes in animism and wizardry make these characters more
> interesting and playable? Are they clear and comprehensible?
Yes and yes I'd say. The addition of spiritists and orderlies make a big difference (as does common magic, for all three magic systems).
> 3. The original sample adventures in HW came in for a degree of
> criticism -- what do you think of the ones in HQ?
Haven't read them yet.
> 4. Treat the current book size as a constant: who else would you
> have wanted to have seen included, and what would ou have sacrificed
> to make way for it? The answer 'nothing, it's great as is' is an
> acceptable one, BTW!
More maps (if there was space), one for each homeland for example.
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