ANd that's not the only good thing about stand-ins. It can give the other characters something to do, There's the old "captured-and-forced-into-being-a stand-in" plot (which also goes back at least as far a Cults of Prax).
And at owrst it's one station you don't have to worry abut.
>
>> But one issue is that HeroQuests are supposed to be reenactments -
>> while much can vary there is still more room for surprise in a test
>> carried outside a formal HeroQuest - even a Practice Quest.
>
>Not... entirely. Its amazing how much baggage the hero brings along
>with him in the quest. Folks tend to forget that...
A HeroQuester should at least be expecting the form of most Stations, and knows what SHOULD be done assuming the Station is correctly identified. With a test, none of that applies.
>
>There's been considerable powder burned over that issue and you might
>want to look into the archives here for some interesting takes on
>heroquests and reinactments (there's also a fairly long thread about
>it on RPG.net which has some very, very good posts by some folks
>here).
>
>> >It might aslso be wise to then
>> >then re-read the section on initiation and devotion. Both are, in
>> >fact, heroquests. Fairly specific, easily defined and easily
>> >completed ones, but heroquests none the less.
>>
>> Otherworld Journeys, to be precise.
>
>Heroquests. To use *your* comment earlier, its "just" reenactments.
>According to Greg, even learning a feat is a small heroquest.
>Devotion is so much more important than a mere feat, don't you think?
>I do.
>
Look at it another way. Devotion is not about any external effects,
it is about achieving an internal state. An Otherworld Journey seems
right for that.
-- -- "The T'ang emperors were strong believers in the pills of immortality. More emperors died of poisoning from ingesting minerals in the T'ang than in any other dynasty" - Eva Wong _The Shambhala Guide to Taoism_ Paul K.
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