Re: Flat Conflicts - Do They Exist?

From: Zachary Kline <zkline_at_...>
Date: Wed, 22 Aug 2012 08:45:14 -0700


Hi,
>From what you're saying, I think people are expecting the system to simulate things for them, and provide them answers to what happens mechanically. Other systems tend to do this, because they're less abstract in their approach and genre specific. Interpretation of the rules here on the other hand suggests that it is the players responsibility to elaborate on specifics, and to make things interesting. I don't claim to be particularly experienced at running the system though, so could be quite wrong. Thoughts?
Yours,
Zack.

Sent from my iPhone

On Aug 14, 2012, at 11:07 AM, "GARY" <furashgary_at_...> wrote:

> A number of posters on RPGNET and others have said while they don't have any issue with the HeroQuest II rules, in play conflicts are very bland and unexicting (combat, chases, etc.).
>
> Is this the case, are their solutions w/in HeroQuest II for resolving it (e.g., changing the type of contest or stakes or something) so that conflicts aren't just one roll but are as exciting as those in any other RPG (not the same, just interesting).
>
>

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