Started by Alexander Julian, July 13, 2009, 07:27:30 PM
QuoteNow this is a pretty cool outcome. The important point to remember here...
QuoteNow this is a pretty cool outcome. But despite that, it's important point to remember here...
QuotePlayer states prizePlayer chooses states means/tactics of getting prizePlayer chooses ability he's usingGM sets resistance using pass/fail or by assigning numberFortune is employedGM narrates outcome
QuotePlayer chooses states means/tactics of getting prize
QuoteGM sets resistance using pass/fail or by assigning number
QuoteIn character me and Orkarl chat a bit, he starts talking about the bad influence of the Lunars. I state my prize 'convince Orkarl that Humakt has a plan for the Lunars and they are not the enemy.' I pick an ability 'initiate of Humakt 1W.'
QuoteBut I don't know what resistance the Narrator set
QuoteHow the GM sets the difficulty in the game is problematic in my opinion but I'm more focussed on how the combination of prize, ability and means/tactics work.
QuoteSo if the above happened in cyberpunk for instance, I'd use persuade or empathy or fast talk to get Orlkarl to agree with me. The GM can't veto my use of these, it's pretty explicit what they do and how they are used. What is it that abilities do except add an extra unnecessary layer?
Quote from: epweissengruber on July 14, 2009, 03:11:25 PMAbilities are not a "layer" in HQ2: describing one's abilities and using them for certain kinds of play is what the game is all about. And that kind of play is irreducibly Narrativist.
Quote from: Alexander Julian on July 14, 2009, 08:03:59 AMCallan, I appreciate the input but you are responding to my questions with questions. I can't continue writing blocks of text in response.
QuoteI just don't see how it helps Story Now play. Consider my Humakt example from earlier. The system doesn't add anything to the basic probability roll. The ability didn't help express theme. It seems like any other system used for vanilla narrativism.
QuoteHQ2 just seems to sit in the middle of ... two extremes twiddling it's thumbs. Am I missing some vital point about how ability usage actually enters play?
Quote from: Alexander Julian on July 14, 2009, 12:56:43 AMQuick example from actual play:Anrur (me) goes to talk to his mentor Orkarl about some Lunar converts. In character me and Orkarl chat a bit, he starts talking about the bad influence of the Lunars. I state my prize 'convince Orkarl that Humakt has a plan for the Lunars and they are not the enemy.' I pick an ability 'initiate of Humakt 1W.' I don't state the means because I've already said in the state prize section I'm talking with him. I then say some stuff in character 'The Lunar god talker healed me. I asked her before I pledged my sword "are you corrupting the clan" and was satisfied they were not.' (I'm paraphrasing). We then roll the dice and consult the success chart. I get a major success. The GM narrates Orlkarl as being convinced by my argument and he even decides to join me in defending the Moon winds against any hostile clan members.
Quote from: Alexander Julian on July 13, 2009, 07:27:30 PMCampaign: Pelanda during the Lunar revolution (Glorantha). One of the central questions during the game was 'what will you do when the revolution comes'My character was InsiEstes a hideously ugly philosopher of the Kassa school. Here are the relevant abilities I had listed.No appreciation for the arts 15Hatred will not let him rest 17Knows what he's against 16Condemn Pelandian morality 1WInsiEstes (me) has been sent by the King to quell the Lunar mob. Now instead of quelling them I decide instead to tell them to steal (a big moral taboo in Pelandian society). My basic intent is to have them run amok and over turn the city. InsiEstes at this point just hates the established order, he's a resentful malicious type who just wants to hurt the society that he thinks has shunned him.So I state 'get the mob to run amok and steal' as my prize. Now Ben the GM vetoes this because Pelandians wouldn't do that. Instead they're going to outcast me from the city, make me a stranger (the worst crime in Pelandan society). Ben asks me if this ok first and I'm fine with it. Now this is a pretty cool outcome. The important point to remember here is that it was decided by GM veto. The way the system is set up I have no idea whether I can make a mob riot. I have to just state an intent and hope it doesn't get Vetoed. Now another point is this. If I hadn't been ok then we'd have had to retcon the last 15-20 minutes of play because what I was doing up until that point was a set up so I could try and incite the mob.