It's also plain to me that we play differently from a lot of people. Our games, though there are short, sharp moments in them, Jeff, do often include a lot of set-up and discussion on how to cope with whatever problem has cropped up. Sometimes our characters would really have the time to do that; sometimes they wouldn't. We also plead guilty to lots of conversational digressions, Michael, since fortunately we're not under convention pressures to get through.
As was said in the last HQD, this is a game for heroes. That, at heart, may end up being the crux of it. Does our group want to play heroes? When I look back on 25 years of gaming, the stories that come to mind first are not the combats, but firstly, real roleplaying, and secondly, the clever ways that the players have used rather limited resources to solve open-ended problems. I'm not saying that this can't and doesn't happen in HQ, just that the emphasis on drama in the rules seems so great that this approach is less valued.
Once again, my thanks.
Alison
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