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05-13-2006, 11:05 AM
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Texas Moderanger
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Join Date: Jan 2002
Location: Dallas, TX
Posts: 7,794
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Re: [RPG]: HeroQuest, reviewed by Dan Davenport (4/5)
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Originally Posted by Ranyart Finn
I agree with you 100% Tom. GMs, as well as players, need to adopt a different approach to make HQ work as its meant to, or it becomes a bean-counting exercise. I'm running a Hawkmoon game using HQ, and to prevent this type of thing happening (ie, just bidding numbers without any rationale), I have to preface contests by telling the players that I want descriptions of what they're doing or I won't allow any augments to the ability they choose. I also demand plausible reasons for why an augment applies - even obvious ones.
My GMing style is narrative-focused anyway, so HQ suits me, but amending my approach hasn't always been easy. The players have started to get the message, and instead of scouring away for tenuous abilities with max power, and suspicious augments, they start to describe what they're doing, how they're doing it, and why.
It does work. But I agree that it won't work for everyone, and I can see how, despite its cleverness, it will disappoint on some levels.
And Dan, an excellent review!
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Thanks, RF!
And you're absolutely right. The game works perfectly for your gaming style, which is why I gave it the high marks that I did.
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