Have a look at the example on pg.22, which shows Kathy sorting out the details of the Collapsing Ladder but leaving the Bright Stone String for later. Basically when the player has an idea of how it works the Narrator makes sure it fits the game and accepts it. That's how it works from then on.
>In fact, there seems a general tendency in the
>character generation phase to give new PC's magical
>items and powers, which was certainly not the case in
>RQ. There you usually started out pretty raw, and had
>to acquire them as you went. Is this difference
>because it is now universally assumed that all PC's
>are experienced?
It's up to you and your players where you start, the character generation assumes late teens with possibly a few years away from home. Magical skills and items are common but only at the same level as anything else. In the hands of a hero thunderstones may decimate regiments but for a new PC they only make him a bit better slinger.
>If so, OK, but I'll miss the stage of guiding one's
>tender new PC. If most scenarios people are now
>writing (and I haven't seen many, so I don't know)
>assume 10-15 years prior experience, I think that it
>may cut off a range of minor experiences that could
>still be fun for players, but are now too trivial for
>their characters.
Of the scenarios I'm aware of there seem to be plenty for starting characters and a few for very experienced heros but not so much in between. One advantage of HQ is that it is very easy to recalibrate a scenario by adjusting the abilities of the NPCs.
-- Donald Oddy http://www.grove.demon.co.uk/
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