> Which is fine, except for the fact that I think the
> "gloranthan-specific" magic rules in HQ1.0 really hurt it's utility,
> tying a really great rules-set to a very quirky specific setting.
>
> Obviously, for gloranthan gamers, this is a non-issue and, equally
> obviously, you can mod the rules pretty easily to extract a more
> generic engine for "fantastic abilities". But as someone
> who enjoys a great deal of variety in my gaming intake, it's something
> of a disappointment to hear.
>
> Am I wrong about this?
I believe he's referring to a one or two page appendix at the back of the rulebook.
-- Trotsky Gamer and Skeptic ------------------------------------------------------ Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/ Not a Dead Communist: http://jrevell.blogspot.com/
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