Work news, Gaming and Heresy, East Timor coup, Weird Sex
Over the past few days work has been intense on lots of different levels. For starters, I have established a partnership with Create My Website where I pitch PHP/SQL web development to them and I help them with compliance standards. Then there's been a days serious research on a common sysadmin problem with a seriously workable application idea that could make life a lot easier for a lot of people. Three people - programmers - are seriously interested and a meeting today confirmed the technical and financial plausibility. I've also learned how very cool Ghost 8.0 Professional Edition is, especially compared to Ghost 9.0 and Ghost 2003 and how annoying IBM Think Pad notebooks can be. My classic IT glitch of the week was locking myself out of Samba after setting up an internal webserver for PHP scripting and setting up webserver level security settings.
Finished my review of Hero Wars. Some great ideas, some terrible execution. Next will be a review of Gary Gygax's Lejendary Adventures game which I picked up on special (one of the books is even signed by the great Gygax himself). I've also put up the initial call-for-players for a new campaign an Outbreak of Heresy, and completed a Scene 9, part B description for the Ten Thousand Islands play-by-email.
Most pleasant events of the week included dinner with Frans and Anitra with surpise dining guests Gin and Nina from East Timor, and
severina_242 engaging on a massive repair job on my unmanageable hair. Speaking of East Timor, the Catholic Church has just forced the government to introduce compulsory religious education, and make abortions and voluntary prostitution criminal offenses. Well, freedom there didn't last there very long, did it?
Same as it ever was.Sexual hypocrisy and serious weirdness among the conservative right.
Finished my review of Hero Wars. Some great ideas, some terrible execution. Next will be a review of Gary Gygax's Lejendary Adventures game which I picked up on special (one of the books is even signed by the great Gygax himself). I've also put up the initial call-for-players for a new campaign an Outbreak of Heresy, and completed a Scene 9, part B description for the Ten Thousand Islands play-by-email.
Most pleasant events of the week included dinner with Frans and Anitra with surpise dining guests Gin and Nina from East Timor, and
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Same as it ever was.Sexual hypocrisy and serious weirdness among the conservative right.
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I think my biggest disagreement is on the absurd pedestal on which you place RuneQuest. I was a dedicated and fanatic RQ player, and have pretty much everything ever produced for RuneQuest in Glorantha (and a lot more besides). But I can definitely say that, though I loved its simulationist aspects, it really did fall very far short of the narrative goals set by the game world and this was a very well known and much complained about problem in RuneQuest/Glorantha fandom before we knew what narrativism was or had heard of Hero Wars. Everyone had a sort of solution (from home brewed RQ extensions to completely new systems to the drastic like running games using Pendragon rules), but none of them worked well or meshed well with plain old RuneQuest, and it was certainly widely accepted that RuneQuest was not really capable of running most of the stories about Glorantha that we knew from the literature.
I'd disagree with a few specific things as well. You said the runes had decreased in narrative importance, but they really haven't. In RuneQuest 2, they had almost no relevance to actual play. And its not really fair to pick on the poor group simple contest mechanic as being a poor simulation, simple contests are never intended for things that matter.
And I maintain that everyone, including you but also the game designers, misunderstand edges and trys to make a simulationist tool out of what was intended to be a narrativist one. Thus I deny both the rules and your criticisms thereof as being valid, so there.
But I think the biggest criticism is probably that you write off the rewrite you say it needs most unfairly. HeroQuest addressed several specific problems mentioned in your review, and on the whole was a much classier product (though I disagree with one or two specific issues in the revision, its definitely fixed several of the problems you mentioned. And Mysticism as written desperately needed removing, though that wasn't really the reason, which had more to do with changing Staffordian attitudes).
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I was hoping you'd reply to this one, so I could make ammendments before the final release so to speak...
Greg Stafford can't do maths
I suspected this was the case.
RE: RuneQuest. You're right in a way. One of the best things about HW is that one can run amazingly high-powered games without the system falling apart. With RQ you can't do that. Nevertheless, I will still claim that RQ is still, after all these yes, possibly the best game on the market (except it's not on the market, YKWIM).
RE: Runes. The first page of RQ says that acquiring a Rune is a the goal of the game. Their emphasis is pounded into you in the opening pages on - what is it called? - Rune Magic. Whereas in HW the goal of the game is, well, not really a goal but a situation - the end of the world. The Runes themselves don't make a descriptive appearance to p158, and that's as a commentary to the main text.
This is just meant to illustrate that I didn't get the same feel in HW as I did in RQ. In RQ the game was about the runes. In HW it's about the cataclysmic war.
(I still haven't decided what the Mimesis RPG is about, mind you)
RE: Edges etc. I agree with you that in general edges, like Action Points, are primarily narrativist, but they also must have some simulation importace as well otherwise the suspension of disbelief would be too great. Indeed, the examples I gave is how this suspension of disbelief challenges what is primarily a narrative tool.
RE: HeroQuest. Well, if your biggest criticism is my pre-emptive criticism of HQ then that's easily solved.... But really HQ should have been the first release...
RE: Mysticism. Yeah, I twitched when I read that Mysticism was gone. It wasn't well executed originally, but it deserved to stay in the game..
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Runes - yeah, it says things, but none of what it says has any real relevance. The extent of Runes to actual game play was pretty much that they gave one of the sorts of magic a funny name (and then changed their mine in later editions).
Edges - the thing is, edges should be written to be ignored most of the time. Assigning edges to most creatures at all misses the point.
Mysticism - the rules as written were absolutely awful, pretty much unworkable nonsense. They needed removing. For example most of the time mystic 'strikes' were actually the worst possible thing any character could do. While I think they should have been replaced with SOMETHING I respect Stafford reasons for not doing so (though I think they are somewhat misguided). But I would get into Gloranthan esoterica very quickly explaining what should have been done, so I'll stop.