Manuel
On Mon, Dec 28, 2009 at 8:00 PM, Jeff <richaje_at_...> wrote:
>
>
> Funny this should be coming up - we are working on a dungeon crawl for HQ2
> in the Sartar Companion.
>
> In a nutshell, HQ2 works far better for the literary/cinematic dungeon
> crawl (e.g., REH's Conan stories, JRRT's Mines of Moria or the Goblin caves,
> Indiana Jones, Alien, Umberto Eco's labyrinthine library, etc) than
> traditional RPG systems do (which ultimately approach it like a war game).
> Confusion, disorientation, fear - these are more important than keeping
> track of Hit Points, Magic Points, one-use items, etc.
>
> Jeff
>
>
> --- In HeroQuest-RPG_at_yahoogroups.com <HeroQuest-RPG%40yahoogroups.com>,
> >
> >
> >
> > "This is adapting the dungeoneering to HQ2.0 and not the other way
> around..."
> >
> > An important distinction! I could have been clearer in my original
> message.
> >
> > "...and should be great."
> >
> > Excellent. I was wondering how a narratively focussed game like HQ2 might
> lend itself to this sort of thing. Nice to know I'm not the only one who
> thinks it could work.
> >
> > "This sounds very doable but not with every players (especially not the
> one that like hacking for 10 of minutes to a monster HP before it goes to
> the ground)."
> >
> > My players should be cool with it, but I take your point.
> >
>
>
>
[Non-text portions of this message have been removed]
Powered by hypermail