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The crucial bit of our discussion about mechanics was that in HeroQuest its to darn easy to make contests be about task resolution instead of conflict resolution and when you do that the game doesn’t flow very well, because frankly as a task resolution system Heroquest is rather dull.

This of course necessitated a discussion about the differences between task and conflict resolution and why we wanted one over the other for tantanea. This as good for everyone because quite frankly we’ve never been all that good at making the differentiation and I’ve been rather lazy myself at it.

Actually my laziness regarding rules was one of the things we discussed. I need to do a better job at doing things in terms of Heroquest and also being open to folks:

  • Ask for everything phrased as a conflict

  • Give the resistances to all conflicts publicly

  • Give the resolution of the conflict in terms of victory not success



As I said above we talked around what conflict resolution is. Since not everyone was on the same page this was a very good time to have this conversation.

What we agreed upon is that we need to first establish the conflict, which is the immediate place that the character is, what needs to get resolved. Which feeds up into situation, so that by resolving the scene-level conflict, you move to the next scene within the situation. After several scene/conflicts, you resolve the current situation, which in turn moves you to the next situation. Repeat.

The crucial thing for us is having our conflicts be true conflicts and not task resolutions. Which reminds me I really need to do some HeroQuest rules handouts before the next session.

We also discussed extended contests and how we’re using them but I’m not sure if there was any resolution here.

I also really think I need to think more about Circumstance Bonuses and how they are being used.

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