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Originally Posted by Tom B
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.
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Remember that HeroQuest is conflict not task resolution. So don't roll to pick the lock, roll to rob the house. And establish what is at stake, often not succeed or fail but consequences in a wider conflict. Perhaps if you fail your rival will gain credibility in the thieves guild - a complete defeat in this case may not indicate capture by the city watch, but a raid so badly bungled that your rival is able to have you cast out of the guild. It is a very different style of play to games like RuneQuest in which we only care about the success or failure of a given task.
A lot of grief has been caused by people trying to play RuneQuest scenarios with the HeroQuest rules. Trouble is that is not what they are for.