joelarellano714 wrote:
>
> Currently scouring Smallville Roleplaying Game. Can HQ be adapted to
> handled primarily interpersonal conflicts?
>
I haven't read the Smallville RPG (although it is one I'd like to check
out at some point, if only to pinch some of its ideas), but it seems to
me that HQ is ideally suited to interpersonal conflicts. In fact, it
would hardly need adaptation, so long as you frame the contests
properly. From what I gather of SV-RPG, a large part of it focuses on
conflicts between ideals and so forth, all of which can easily be
represented as abilities in HQ. Similarly for personality traits, and
even goals (and that's assuming the goals can't be easily represented by
whatever you ideals happen to be). You'd need to emphasise the relevant
abilities during character creation, and to establish the potential
outcomes of challenges against such abilities as they arise, but none of
that seems to be outside the bounds of HQ-as-she-is-writ.
Is there anything in particular you were wondering about how to handle?
>
--
Trotsky
Gamer and Skeptic
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Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/
Not a Dead Communist: http://jrevell.blogspot.com/