I wrote a review of HQ 2.0 (a full one not my preview) that I have never posted because I'm still learning how the system is supposed to work. I have so far set it challenges it is not really designed for, like running a Heist movie based game: that went pretty well, and Bonnie & Clyde era bootleggers game that had lots of gun fights, which I had to learn how to run appropriately with the rules (lots of simple tactical contests for most of it worked well). However I now have a craving to run Snakepipe Hollow in Heroquest - now I could run it in Runequest, I have all the books, but I want to see how it goes in HQ 2.0, and if the system can still make it fun and interesting. I have a feeling HQ can work just fine with a classic dungeon run room by room, rather than the story/narrative based way that The Sartar Companion deals with the Haunted Ruins, and I intend to explore how to do this.
Then I had a thought -- did not someone experiment with running dungeons with HQ last year? I seem to recall something was published, a book or magazine article, with a section on this? I don't own it but I'd love to read it - anyone offer a) any advice, and b) point me to the article or book I am thinking of so I can buy it?
Oh and my copy of Sartar Kingdom of Heroes arrived this morning so I plan to start reading that now. Looks excellent from the little I read of the pdf.
cj x
CJ's uneventful life is now blogged: http://jerome23.wordpress.com/
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