>1. What do people think of the Homelands approach? Is there enough
>of a basis there to start you off?
I like the Homelands in HQ. I think there's definitely a good start there
though that's hard to really tell since I've got a idea of what all those
places are like already. Now would a novice get enough, that I don't know.
I think so though.
>2. Do the changes in animism and wizardry make these characters more
>interesting and playable? Are they clear and comprehensible?
Yes definitely. I felt with my first read through that I didn't get the
distinctions but I feel much more comfortable with a re-read. Minor quibble
"spirtist" and "practioner" lack panache as titles. Common magic is pretty
confusing at first.
>3. The original sample adventures in HW came in for a degree of criticism
-- what do you think of the ones in HQ?
They're okay.
>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!
I would answer Nothing. I think what's there is pretty good and I can't
really think of anything I'd want taken out or added. (Though I must say
that I hate the phrase, "that's outside the scope of these basic rules."
Good work.
Oliver
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