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Topic: Newbie and some questions about AP
Started by: lightcastle
Started on: 4/1/2004
Board: HeroQuest


On 4/1/2004 at 7:50am, lightcastle wrote:
Newbie and some questions about AP

Hi everybody.

I should write a long introduction about how much I love HQ, stumbling across it while trying to find a system that did what I wanted it to do, etc. etc..

But I have the feeling I'd be preaching to the choir. :)

Also, it's late and I should go to sleep.

I haven't had a chance to look through the 7-odd pages of posts here, so this may have already been answered. If so, just point me where I need to go.

To my main question: I love the AP idea for extended contests, I like the way it rolls in different aspects of a struggle as long as you make it about a conflict, not just a series of tasks. (As I understand it)

But I'm not sure I think the first skill used should define the AP you have. IT seems that it would lead to a lot of people using a barely relevent skill early to get the advantage and then switching off.

The thought that immediately hit my mind was two nearly-equal swordsman square off for their dramatic showdown - a duel to the death. But our hero has "Snappy one-liner insults" at 15W2 and starts with a barrage of insults. gives himself an AP of 55 plus whatever augments he's got (assuming I understand the math right) and his opponent has no choice but to defend with a base 14 (assuming he has no appropriate stat for the moment.)

While I am all for the snappy patter being an augment in the fight, it seems wrong to let it define the advantage points so completely if this is a dramatic duel to the death. It's only tangentially related to the goal.

I realize as narrator, I have final say, but what's the general thinking on this? Do I just make sure to find an appropriate ability to resist with (Hatred of hero? Cold-blooded killer? Grim and humourless?) and go from there? Do I rule it's an augment only?

I've got some more AP-related questions, but I'll start with this one.

Thanks all,
LC

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On 4/1/2004 at 12:21pm, Wulf wrote:
Re: Newbie and some questions about AP

lightcastle wrote: The thought that immediately hit my mind was two nearly-equal swordsman square off for their dramatic showdown - a duel to the death. But our hero has "Snappy one-liner insults" at 15W2 and starts with a barrage of insults. gives himself an AP of 55 plus whatever augments he's got (assuming I understand the math right) and his opponent has no choice but to defend with a base 14 (assuming he has no appropriate stat for the moment.)


Firstly, if you have Snappy one-liner insults 15W2, your other skills are either going to be comparable, in which it doesn't matter, or far poorer, in which case you're going to suffer if someone else starts the fight, or your opponent isn't affected (can't speak the language, it's an anaconda, he's deaf, he's a deaf anaconda that can't speak the language, etc).

In this case, the opponent is a swordsman. Those augments must be relevant to the ability used, so he can only augment Snappy one line insults. Any sword augments will take an action each during the contest, so unless he sticks to verbal attacks he'll be using his base ability when he switches to swordplay.

Likewise, the intent of the contest must be relevant, so he couldn't declare an attempt to kill with that ability (although he can freely change intent during a contest, so that's a minor point).

Then, the opponent gets to act with the ability of his choice. OK, he'll maybe have very poor AP, but he can choose any reasonable ability, including Skewer Loudmouth 10W2. He can't bid many AP, but he can still win the contest - he's caught off-guard, maybe confused, maybe uncertain, but he's still capable). If the Snappy insults swordsman can't defend himself, he'll lose anyway.

Lastly, the default resistance wouldn't be 14. That's the default against magic, for a start, is only a last resort if there's no relevant ability (even after Improvisation Modifiers), and would be highly unimaginative (I'd even allow the use of stuff like a Warrior Keyword, etc.). If there's absolutely, positively, not one applicable resistance against a mundane ability, the resistance is 6.

So, all in all, there's many a complication in the tale.

Wulf

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On 4/1/2004 at 4:36pm, Janus wrote:
RE: Newbie and some questions about AP

Sorry to hijack the thread, I also have an AP related question.

How does initiative go?

Say two groups face each other, the players want to go after the NPCs with close combat and the NPCs want to go against the players with some mental ranged attack. How do you determine who has the initiative? (and as such gets to pick their most appropriate skills for the extended contest to determine the APs.)

Janus

P.S. BTW the default resistance of 14 applies for extended contests if one doesn't have any relevant abilities, not just for magic.

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On 4/1/2004 at 5:30pm, Wulf wrote:
RE: Newbie and some questions about AP

Janus wrote: How does initiative go?


It goes "You go first, you go second, you go third...". How you choose which is which is up to you. AP bid order, greatest fraction of total AP bid, greatest AP remaining, most energetic action first, or just clockwise or anticlockwise.

Wulf

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On 4/1/2004 at 5:57pm, Wulf wrote:
RE: Newbie and some questions about AP

Janus wrote: P.S. BTW the default resistance of 14 applies for extended contests if one doesn't have any relevant abilities, not just for magic.


Hmm, yes, 6 is now the default ability rating, but 14 the default resistance. Doesn't actually make much sense, but it is in the rules.

Wulf

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On 4/1/2004 at 8:05pm, Mike Holmes wrote:
RE: Newbie and some questions about AP

The primary ability used has to make sense with the goal in question. That is, if the goal of the player is to kill the other guy with his sword, then he can't do that with Snappy Insults. Period. There's no way that this ability can propell a sword in a manner that will kill the opponent. From a metagame viewpoint, it makes differentiation of character abilites pointless if you say that any ability can be used to accomplish any goal; you might as well just have one stat for every character without a descriptor (Trollbabe, anyone). Appropriateness is still important for a game that describes characters in such detail.

Now, if the goal had been to embarrass the other guy to death, then maybe Snappy Insults would work as primary ability. Depending on the believability. I think a more reasonable goal would be something like "Embarrass the opponent so badly that they'll never face me again." A player announcing that would get full AP from his Insult ability in my game. In any case, if you think that something isn't somehow completely appropriate, then you as Narrator have the ability to send that message in terms of an "Improv Modifier."

Now, that said, the guy with the Insult ability is going to do OK, even in the sword fight to the death. Because, though he's supposed to use the primary ability on the first round (something that I personally think isn't really a great rule), he can change to another ability in later rounds. And I think that insulting his opponent can lead to his opponent's demise. Basically, after the first round, the insulter will use his insult ability to get his opponent off balance so to speak, and close the deal. I agree that there's usually a personality trait that's applicable in defending against something like Insulting, but not always. If not, then the other guy is going to have to resist with a 6, not 14. 6 is the default as I understand it.

Janus, can you cite me where it says that 14 is default for extended contests? Does anybody know if there's errata clarifying this one?

What does an insult that causes AP look like? The player declares, "I cleverly insult my opponent's ancestry, to get him angry and make him overcommit to an attack." If he succeeds, the Narrator narrates somethink like, "Enraged by your words, he thrusts foolishly putting him off balance as you easily evade."

I think that most any ability can be used in some way in the short run to do in an opponent if you play creatively enough. But the overall framework of the goal of a contest still says something about it. Meaning you can't use just any ability for any goal (and many will have Improv Modifiers). Despite this, however, alternate abilities can be used to get you closer to your goal within a round of an extended contest - it all depends on cleverly stating your goals for that round.

Mike

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On 4/1/2004 at 8:09pm, Janus wrote:
RE: Newbie and some questions about AP

Mike Holmes wrote: Janus, can you cite me where it says that 14 is default for extended contests? Does anybody know if there's errata clarifying this one?

HeroQuest p. 66, second column, the first 2-3 lines.

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On 4/1/2004 at 8:12pm, Mike Holmes wrote:
RE: Newbie and some questions about AP

Hmmm. Nothing in the errata FAQ about it. Does anybody have an insight into why the discrepancy? I don't have my book here but I'll check it tonight.

If we can't clear it up here, we can try over at the HQ-Rules mailinglist. This sounds vaguely familiar somehow...

Mike

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On 4/1/2004 at 8:17pm, Janus wrote:
RE: Newbie and some questions about AP

My guess would be that it's not worth doing a contest if the resistance is inferior to 14, you might as well just use the automatic success rules if that's the case.

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On 4/1/2004 at 8:39pm, Mike Holmes wrote:
RE: Newbie and some questions about AP

That might be true. This pertains just to extended contests, right? I mean it's specifically mentioned there? Or does this seem to pertain to all contests?

If the latter, then what would be the point of noting that the default for mundane abilities is 6? If you never use that number, what's the point?

Mike

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On 4/1/2004 at 8:49pm, Wulf wrote:
RE: Newbie and some questions about AP

Mike Holmes wrote: That might be true. This pertains just to extended contests, right? I mean it's specifically mentioned there? Or does this seem to pertain to all contests?

If the latter, then what would be the point of noting that the default for mundane abilities is 6? If you never use that number, what's the point?

Mike


14 is noted as the 'passive resistance' for ALL contests (p61, 'Resistance', 2nd para), in the same paragraph as 6 is mentioned as the default ability. It is also noted that the GM can declare a particularly difficult resistance, or one in which the character cannot reasonably resist, (like resisting being tied up while unconscious) at only 6, but that he might as well make this an automatic success.

The difference between 'passive resistance' and 'being unconscious' is not mentioned. However, 6 would still be the ability level for ACTIVE use of a non-existant ability, while 14 would be the resistance to some other ability.

Wulf

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On 4/1/2004 at 8:53pm, Janus wrote:
RE: Newbie and some questions about AP

14 is also mentioned as default resistance if the narrator is not sure for Simple Contests.

However in the sample resistances on p 274 and 275 you do have some resistances (very few) that are less than 14.

So I guess you could have resistance less than 14 and do contests with them if you feel like it. 14 is not an absolute minimum, just some default value to use when you are not sure (HeroQues tending not to do exhaustive listing of attributes). If you are certain the resistance is 6, then there you go.

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On 4/1/2004 at 9:02pm, Mike Holmes wrote:
RE: Newbie and some questions about AP

Good notes, both of you. Personally, I use resistances less than 14 all the time. I think it's a fun part of play.

The unconscious thing isn't an issue. The contest rules are for actual conflicts. As long as you determine the conflict, then you'll have numbers to use. For example, if you want to kill somebody who's unconscious, and there's nothing really stopping you, then you just kill them. No contest. To get a person unconscious probably takes a complete victory anyhow, so you could have killed them then - or, rather, they've already lost the contest to stay alive, and are at the mercy of those around them.

OTOH, if you had a contest to kill somebody before their friends got to you to stop you, then you'd roll against the friend's ratings. If you were trying to stick a peasant knife through the hide of a rhino, before it woke back up, then that might be a contest.

There has to be conflict of some interesting sort to be a contest, else the automatic success rule kicks in. I think that "default" rolls are actually particularly interesting, because they can be so "slice of life." We did one once where we all rolled against our default "grooming" and such to see how good looking we could make ourselves for a social gathering. That sort of thing is fun, and I'd encourage people to try it out.

So, I don't see a problem here, except with the notion that the book seems to be promoting in terms of the defaults being pointless. I'm not sure why they're even mentioning them. You don't develop up from 6 (13), and it's saying not to use them, so...I don't get it.

Mike

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On 4/2/2004 at 11:47pm, buserian wrote:
RE: Newbie and some questions about AP

Janus wrote:
Mike Holmes wrote: Janus, can you cite me where it says that 14 is default for extended contests? Does anybody know if there's errata clarifying this one?


HeroQuest p. 66, second column, the first 2-3 lines.


I note that this section is for the narrator defining the resistance to the hero's action. That is, if there is no appropriate active resistance to the hero, the default resistance "of the world" is 14. This does not apply if it is two heroes contesting, or if it is the "world" verbally insulting the hero.

Isn't this how it always works? The hero defends with 6 if he has no appropriate ability/resistance, but the default resistance against the hero is always 14. Unfair, but I think that's how it is supposed to work.

buserian

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On 4/3/2004 at 12:02am, Wulf wrote:
RE: Newbie and some questions about AP

buserian wrote:
Janus wrote: HeroQuest p. 66, second column, the first 2-3 lines.


I note that this section is for the narrator defining the resistance to the hero's action.


p61, however, is clearly defining the hero's resistances.

Wulf

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On 4/3/2004 at 10:49pm, Mike Holmes wrote:
RE: Newbie and some questions about AP

Yeah, having re-read the pertinent sections, I'm thinking that the intent of the rule is to say something like, if you don't know, use 14, if you know the character doesn't have any of that for sure, then use 6.

But, basically, it's unclear. The way that I've got it above is how I will play, personally, but I think other interpretations will be just as valid.

Mike

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On 4/5/2004 at 5:54am, lightcastle wrote:
Wow! and a new question.

You post a question, your computer crashes, and not only is your question addressed by the time you get back, but an entire side thread about resistance has started. :)

To return to my original question, I understand the interpretation of using the snappy patter in combat. And I suppose that I would even understand the idea of letting the player lead with it (getting an opponent so riled up they screw up royally).

Hell, you could make the argument that this is what our Friendly Neighbourhood Spider-Man does all the time.

I also realize that while my first instinct was to limit it to an augment since at some point the person DOES have to be fighting, I realize that isn't a problem either. Because the opposing swordsman gets to use his swordsmanship when it is HIS turn to go, forcing our witty fast-talker to resist with either some kind of evading or combat maneuver. (Mind you, this means I WOULDN'T let fast talker use the ability in a simple contest, only as an augment.)

I knew I liked this system.

So... next question. What happens when your goals change in mid contest? Not just what you are using to accomplish your goals, but an entire change of goal.

i.e. The heros are fleeing their foes-- racing to get somewhere before time runs out. They suddenly decide that even if they fail to get there on time, it's not that bad and turn to have it out with their pursuers in a big knock-down.

Do I just start AP over from scratch? (That's certainly my first instinct, they've now chosen an entirely different conflict, so things start anew.)

How about a situation where the change is more subtle, and some advantage gained should logically carry over? Say some kind of tournament fight -- non-lethal and for honour -- Suddenly the hero's rival, realizing the match is being lost, grabs a real weapon and turns it into lethal combat.

Just keep the AP and add the weapon bonus to the rolls? Start AP over again, but bring in some kind of effect from the advantage the hero already had?

Any suggestions?

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On 4/5/2004 at 10:05am, Wulf wrote:
Re: Wow! and a new question.

lightcastle wrote: So... next question. What happens when your goals change in mid contest? Not just what you are using to accomplish your goals, but an entire change of goal.

i.e. The heros are fleeing their foes-- racing to get somewhere before time runs out. They suddenly decide that even if they fail to get there on time, it's not that bad and turn to have it out with their pursuers in a big knock-down.

How about a situation where the change is more subtle, and some advantage gained should logically carry over? Say some kind of tournament fight -- non-lethal and for honour -- Suddenly the hero's rival, realizing the match is being lost, grabs a real weapon and turns it into lethal combat.


In both cases, so long as the action is continuous, I would simply have characters change Ability (or, in the second case, have the player declare an action to 'augment' his ability with his weapon bonus). Exaustion from the chase would lower AP in the first case, as would surprise at the change in situation, so I wouldn't make it a new contest. Actually, tiring out your opponent isn't a bad way to start a fight...

If, on the other hand, the chase was effectively non-interactive, the pursuers were out of sight and following the PCs trail, rather than actually chasing them, I'd say that changing to a fight was a new contest.

Wulf

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On 4/5/2004 at 3:58pm, simon_hibbs wrote:
RE: Re: Wow! and a new question.

lightcastle wrote:
I also realize that while my first instinct was to limit it to an augment since at some point the person DOES have to be fighting, I realize that isn't a problem either. Because the opposing swordsman gets to use his swordsmanship when it is HIS turn to go, forcing our witty fast-talker to resist with either some kind of evading or combat maneuver. (Mind you, this means I WOULDN'T let fast talker use the ability in a simple contest, only as an augment.)


This realy is a vital point that is often overlooked. You can't use 'Witty Reartee' to either defend against a physical attack or win a combat, but you can use it to ridicule an opponent while he's attacking you - whatever good that does you!

So... next question. What happens when your goals change in mid contest? Not just what you are using to accomplish your goals, but an entire change of goal.


I've never had a problem with this, but I can see how the current rules might be manipulated for an (arguably) unfair advantage. I think with a bit of creativity a wide variety of abilities athat at first glance don't seem apropriate can be pressed into useful service in unlikely-looking contests. The same goes fro changes in goals.

For example suppose you're in a fight and are losing. You reckon that your character is probably a lot quicker footed than your opponent so you switch goals to running away. Your opponent pursues, but is quite slow so you gain a bunch of APs. Next you switch to attacking your opponent again. Fair? Well, perhaps your opponent is more puffed than you, or you were able to set up an ambush situation, or you just had more time to think up a better attack strategy.

I'm all for rewarding creative use of abilities in HeroQuest, but I do think that puts a certain onus on the players to come up with sensible, viable strategies. Just saying "I'm using ability X in this contest because... er... in HQ you're supposed to be able to use lots of abilities for different things" doesn't cut it.


Simon Hibbs

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On 4/5/2004 at 7:07pm, Mike Holmes wrote:
RE: Re: Wow! and a new question.

simon_hibbs wrote: This realy is a vital point that is often overlooked. You can't use 'Witty Reartee' to either defend against a physical attack or win a combat, but you can use it to ridicule an opponent while he's attacking you - whatever good that does you!
I'm a little softer on this issue - I only say that it's a question of appropriateness. Which will differ with different groups and GM's making the call. Yeah, sometimes I suppose that the abilites are so odd that a particular resistance is useless. But more often I'd "inform" with an Improv Mod. I mean it's possible that someone could insult another person so harshly as to get them to go home with their tail between their legs. Or at least I think some groups would find that a feasible result.

What is good about requiring "appropriate" resisting abilities is that it does encourage people to be the aggressor so that they can choose the arena of conflict first. It gives players an incentive to employ their abilities rather than wait and discover that they don't have anything that makes sense to defend against someone else's "attack."

In any case, in the play that I've seen, players always choose fairly appropriate stuff anyhow. I've yet to see somebody choose an ability just because it was high and they wanted to "win".

For example suppose you're in a fight and are losing. You reckon that your character is probably a lot quicker footed than your opponent so you switch goals to running away. Your opponent pursues, but is quite slow so you gain a bunch of APs. Next you switch to attacking your opponent again. Fair? Well, perhaps your opponent is more puffed than you, or you were able to set up an ambush situation, or you just had more time to think up a better attack strategy.
Again, I don't see players doing this in an abusive fashion. I'd work with the player to come up with some of the explanations that you did. I think that, with creativity, you can almost always come up with something that makes sense. As long as I think the player is just trying to make a more interesting game, I'll go for it. And since I've not seen any abuse of the system yet, I can't imagine a situation where we wouldn't work something out. Either we'd come up with a suitable explanation together, or the player would just find something else.

Heck, if this was a combat with an archer, changing to footracing would, to me, be a completely appropriate form of gain for AP. :-)

I guess that my point is that the question is whether or not a player trying to have their character win in a situation in HQ is going to constitute abuse. I think as long as they "pay" for their creative uses of abilities by ensuring that it all seems to make sense after the fact, they've earned the right to use whatever number they like on the sheet.

I think that'll be my guiding principle from now on, in fact (and I think it's more or less what I've been doing all along). If I think you put the effort in to declaring the use of an ability in a way that seems plausible, then no matter how creative, you get to use it. I think this is precisely what the rules are intended to support. My clarification here is only that I put the onus on the player to make his case, not on the GM to arbitrarily choose what's plausible and what's not.

Meaning I think we're all on the same page in terms of practice - we've just got slightly varying methods for determining what's plausible.

Mike

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On 4/5/2004 at 7:16pm, Brand_Robins wrote:
RE: Re: Wow! and a new question.

Mike Holmes wrote: My clarification here is only that I put the onus on the player to make his case, not on the GM to arbitrarily choose what's plausible and what's not.


I very much like that rule -- it gives a lot of control and focus over to the players, allowing them to effectivly protagonize their characters without having to come to the GM with hat in hand.

As for worries of abuse, I suppose it comes down to a matter of social contract and game expectation. In every HeroQuest game I've played the dymanic of the group was very much on making a story together and playing dynamic protagonists. If that's the emphasis, then abuse of the system to "win" a contest through cheese isn't going to be a problem.

In Mike's Shadow World Hero Quest game, for example, the players often tell each other things OOCly to help screw over their own characters. "Oh Lahn, use my Patricide flaw to agument your Torment Thomas With Evil Ghosts action!" At that point the idea of cheesing to win just never occurs to anyone.

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On 4/5/2004 at 7:37pm, Mike Holmes wrote:
RE: Re: Wow! and a new question.

Brand_Robins wrote: In Mike's Shadow World Hero Quest game, for example, the players often tell each other things OOCly to help screw over their own characters. "Oh Lahn, use my Patricide flaw to agument your Torment Thomas With Evil Ghosts action!" At that point the idea of cheesing to win just never occurs to anyone.
Yeah, I won't say that HQ can't be played by Min-maxing gamists, or isn't. But it really doesn't support it, and no play that I've seen has ever shown even the slightest inclination towards abuse of any sort. Rather, as you say Brand, the opposite.

For instance, I love how Nathan volunteered to take on a Wants Marek 5W flaw as the result of losing that contest with him. I told him that -50% to resist in the future was probably more than enough, but, oh no, Nathan had to have the ability to represent it permenantly. :-)

I fully expect that, at some point, Nathan will use this as a bonus on some rolls. But I also know that he understands that I'm going to hose him as hard as I can with that ability at every opportunity. Basically he knows that flaws, used either way, make just as much of a protagonist as any other ability does.

I think he got that from seeing the effect of Chris's self imposed love flaw. Now everyone is going to want one. :-)

Protagonism ~= (Sum(ability)+Sum(abs(flaw)))^2

Mike

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On 4/5/2004 at 7:59pm, Brand_Robins wrote:
RE: Re: Wow! and a new question.

Mike Holmes wrote: I think he got that from seeing the effect of Chris's self imposed love flaw. Now everyone is going to want one. :-)


Damn! I was going to take a "Trusts Regina" flaw to represent the growing relationship there and the several times she's talked him around to something -- but now everyone will just think I'm a biter. ;)

Protagonism ~= (Sum(ability)+Sum(abs(flaw)))^2


Very true. I'd also like to note this is something that HeroQuest encourages in a lot of subtle ways that a lot of RPGdom has always punished. We all know of the need to win and the need to not get into danger or have weakness that plauges RPGs due to abuse, disfunction, and so on -- but all of my HeroQuest experiences have led to flawed heroes who kicked ass because of their flaws and became protagonists because they sometimes lose.

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On 4/6/2004 at 4:18pm, Mike Holmes wrote:
RE: Newbie and some questions about AP

Brand_Robins wrote: ...but all of my HeroQuest experiences have led to flawed heroes who kicked ass because of their flaws and became protagonists because they sometimes lose.
Very true. I think that it's so important that losing in HQ makes your character more interesting, not less. Most of the time losing in an RPG means that the character is dead, or closer to dead, or just hits a dead end in progressing towards a goal. HQ just tacks another neat number to play with on the character and says, "Now what are you going to do about that?"

Key.

So, LC, does any of this help with giving you an idea of how to judge abilities used in extended contests? If you've got a group that you trust, then it's just a matter of working with them to ensure that whatever is declared is good for the narrative. Think of yourself as a facilitator, not a limiter, and it all works great.

Mike

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On 4/7/2004 at 5:30am, lightcastle wrote:
Thanks

Meaning I think we're all on the same page in terms of practice - we've just got slightly varying methods for determining what's plausible.


I think that about sums it up perfectly. (So is there an easy default to make that quote above say "Mike Holmes wrote:" that I missed?)

One of the reasons I hunted HeroQuest down (hard to find in Montreal for whatever reason I cannot fathom) involves the way it promotes that kind of thinking.

And luckily enough, assuming I do successfully poach players from the DnD group my friend is running I shouldn't have problems with people trying to break it -- this is a group that ends up with players playing characters having low Wisdom by foolishly doing things that they (as experienced players) know are going to put them into trouble. I think they are going to LOVE this.

I'll add that Mike's line about making the player argue the case is probably what suits my mindset as well. If you can make it make sense, then great. I think for questions of changing contests, I'll have that go on a case by case basis how much influence the earlier contest has.

I'm sure once I actually run my first game this weekend I'll end up with all sorts of new questions to bug you all with. :)

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On 4/7/2004 at 2:49pm, Mike Holmes wrote:
Re: Thanks

lightcastle wrote:
I think that about sums it up perfectly.
Cool.

(So is there an easy default to make that quote above say "Mike Holmes wrote:" that I missed?)
The only way that I know of is to copy the first tag that comes up when you click the "quote" button (instead of reply). Other than that, you have to type the code yourself.

And luckily enough, assuming I do successfully poach players from the DnD group my friend is running I shouldn't have problems with people trying to break it -- this is a group that ends up with players playing characters having low Wisdom by foolishly doing things that they (as experienced players) know are going to put them into trouble. I think they are going to LOVE this.
Sounds like it. Sell them flaws as "free" abilites that tend to be double edged. Players hop on that with wild abandon.

I'm sure once I actually run my first game this weekend I'll end up with all sorts of new questions to bug you all with. :)
Cool, look forward to it.

Mike

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On 4/7/2004 at 4:14pm, lightcastle wrote:
RE: Newbie and some questions about AP

Mike Holmes wrote: Sounds like it. Sell them flaws as "free" abilites that tend to be double edged. Players hop on that with wild abandon.


I fully expect so. One of my players once wanted to make a superhero that was a 6' man with a fish head in a tuxedo who spoke entirely in non-sequitors and shot lightning from a giant tuning fork.

He's been waiting for a system like this for years. :)

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On 4/8/2004 at 9:55pm, buserian wrote:
RE: Re: Thanks

Mike Holmes wrote:
lightcastle wrote: (So is there an easy default to make that quote above say "Mike Holmes wrote:" that I missed?)

The only way that I know of is to copy the first tag that comes up when you click the "quote" button (instead of reply). Other than that, you have to type the code yourself.

Actually, if you click the "Quote" button in the upper right hand of any given posting, that entire posting is quoted in the manner described.

buserian

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On 4/8/2004 at 10:39pm, Mike Holmes wrote:
RE: Newbie and some questions about AP

That's what I said...

That only makes the name come up at the very beginning. If you want to do multiple quotes with that tag, then you have to copy and paste it.

Mike

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