Re: Detail with magic & rules for the sam

From: Jeff Richard <richaje_at_iGj5bO_UQpqCVe0-qYo_cCnat8wEk-U6xxLfUjAYRHIGNjxdK9WgcTQAFn8fG9VJGGHW>
Date: Mon, 23 Jul 2007 16:39:36 -0000


> For me it's not about rules vs. no rules, but words vs. numbers. Where
> the basic currency of most RPGs is numbers, the HQ engine is meant to
> be fueled by words.

I agree completely with Robin.

> A very detailed textual description of how magic works, including
what
> you actually do while creating a magical effect, what goes through
> your mind as you do, which limitations you face, and what obstacles
> you have to overcome in the storyline to get more of it, would still
> be a set of rules. It might also be clearer and avoid some of the
> perennial confusion surrounding efforts to translate numerical rules
> into what the characters experience and understand. And, especially if
> we could get Greg to write 'em, would be a heck of a lot more fun to
> read! Not to mention way less intimidating for the new reader picking
> up the book looking for a simple, story-based game.

Funny, I was just having this same conversation with Greg earlier today......

Jeff            

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