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Originally Posted by Ian Cooper
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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I used extended contests sparingly, which brought up another issue. I didn't care for the simple contests either. Often they were fine, but enough freak rolls kept coming up that I had to "creatively interpret" the results to keep the PCs from being stymied by some minor obstacle. It seems like something 'in-between' was needed between simple and extended contests.
The players were willing to describe what they did for augments, and to justify bids...but it just came across as widow-dressing justifications for the number. Apparently I'm not a fan of forced descriptions used to cover a number.