> Currently scouring Smallville Roleplaying Game. Can HQ be adapted to handled primarily interpersonal conflicts?
Not familiar with that game, but I don't think any adaptation is needed. Many of the examples are social in nature:
Sweet Talk
Gentle Persuasion vs Specious Logic
Elaborate Deception vs Untrusting
Contact: Ned Bates vs Cautious
Suave
Even the example of a "Dead" character is social (p. 31).
Basically, HQ gives you tools to resolve conflicts in interesting and dramatic fashion. It's up to you to make sure those conflicts are interpersonal, rather than physical.
David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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