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Re: [RPG]: HeroQuest, reviewed by Dan Davenport (4/5)
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Originally Posted by Tom B
The extended contest, supposedly descriptive and less numbers-oriented, basically boiled down to numbers. (You bid 8. (roll) Your opponent loses 8. He bids 6. (roll) You transfer 6 to your opponent. You bid...) Now, this is couched in descripted terminology, but that's what it boiled down to.
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Some tips to make this work:
- Do not overuse extended contests. Most situations, including fights, can be handled as a simple contest. HeroQuest is supposed to flow fast. Save the extended contest for a situation where there is drama in the conflict.
- As others have pointed out, your players should describe what they do in order to mae a bid or pick up an augment
- Don't create the same kind of situations you would in a gritt game. A fight with the orc guards isn't that interesting and probably not worth playing out in HeroQuest. a fight with the orc captain who killed your mother and sister and allows those augments of 'Hate Orc Captain' 'orphaned child of beloved mother', 'brother to a murdered sister' to really mean something
Even RuneQuest with its I attack, I parry was boring numbers without description. The key is that these games are supposed to be used differently.
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In Wintertop's Shadow
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