Bit harsh there on folks that like bit of SIM in their NAR. :-)
Some people feel narrative games make all the characters feel a bit the same, and there is endless rounds of justifying the use of 'skills'.
There is always the problem of races and resource management in narrative games. And to many, the systems can feel arbitrary. I am not accusing HQ of these things but I do think it is less of a leap going from a similar style of game than it is jumping from SIM to NAR styles.
-----Original Message-----
From: bryan_thx
Sent: 07 October 2011 14:05
To: WorldofGlorantha_at_yahoogroups.com
Subject: Re: Introducing Newbies to GLorantha
I think HQ is really a very simple rule set compared to most other games out there. There may be a fair number of details here and there, but the basics are very straightforward and elegant. And being able to make characters 'on the go' rather than having a whole session just to generate them and figure out all their abilities and gear? Wow!
On the other hand, some people like to game their games, figure out the 'most powerful' combination of races and classes and abilities, min-max combat options, etc. Those people may find HQ rather soft for their tastes unless they adapt.
Just IMO
>
> Hi ALl,
> Given the recent topics here about newbies and Glorantha, I was wondering what peoples' thoughts were on introducing it to new players? On my college campus there are quite a few people who have a Dungeons and Dragons/Tolkien inspired view of fantasy. Glorantha doesn't seem to fit this very well. On the other hand, it seems that Rune Quest would be more familiar to D&d people as compared with Hero Quest, though I'm personally more interested in the latter than the former.
> How do people do this? Keeping player engagement would seem to be critical. I have lots of info on the Orlanthi and comparatively little on any other group, so would prefer to stick to campaigns centering on them.
> Best and thanks for any insight,
> Zack.
>
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