While the actual mechanics couldn't be more different, yes there are quite a few things in AW that mirror ideas in HeroQuest.
Another one is the way that in HeroQuest 2 NPCs don't need stats. In HQ you decide on the opposing resistance on an ad-hoc basis, and while there's no such thing as an opposed roll in AW, they share a common focus on the character's abilities as being at the centre of play.
Fronts and threats are great GMing tools. I need to go over that section of the rules again and work up some sheets for my game.
Simon Hibbs
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> --- In WorldofGlorantha_at_yahoogroups.com, "simon_hibbs2" <simon.hibbs@> wrote:
> > So at least for this month, my new favourite system of all time is now Apocalypse World. It's well worth checking out.
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> We played a set of vanilla AW games, really enjoyed it, I particularly like the setup with fronts and threats to a community. It put me in mind a little of what can be done with HeroQuest's Resources and Crises.
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> A lot of indie games have a good focus on low-prep setup that creates scenarios. It's great for people with busy lives.
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> In HeroQuest pushing the Narrative Hook and Resource Crises can generate similar effects. I have felt for some time that AWs front and threat model could be a great way to enhance that - but I have not spent any time pursuing the idea. It's definitely a part of HQ to push hard on to get that kind of 'setup' feel to an HQ game.
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