Re: Re: Question about play

From: David Dunham <david_at_...>
Date: Sun, 18 Apr 2010 10:08:52 -0700


On 18 Apr 2010, at 07:09, orlanthumathi wrote:

> < I see HQ as hand waving all the tasks as more narration unless they have more
> significance to the story line, then you use the resolution mechanic. >
>
> I see this as another possible stumbling block. Deciding what is important to the story line can keep play moving forward and focused, but I really don't think you need focus on the overall arc so much as how important is this current conflict to the players, and where is it pointing us.

And I think to some extent HeroQuest is designed to work with emergent arcs. In other words, you don't have to have things planned. As the players improvise a story, the pass/fail cycle gives you a way to turn that into an arc that at least is shaped like a planned arc.

Of course, the pass/fail cycle is optional -- if you the GM have a better idea of what you want, go for it!

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html Imagination is more important than knowledge. -- Albert Einstein

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