|
Post by mister frau blucher on Dec 3, 2012 9:22:20 GMT -5
Hey, Chris,
Welcome to the boards!
Congratulations on releasing the game - I know you have been workin on it for a few years. Glad we could help with a few more sales - and vice-versa!
The lack of attribute increases might turn off a few, but I think the game should be judged on its own merits. It proudly shows its origins while flying its own flag. Your reasoning is solid - as is the "fix" if people don't like it.
Hirelings are a great idea. I put quite a few in Raid on Cygnosa, as you need some extra muscle to make it through, and the upcoming adventure has some sell-swords to rent as well. The concept of hirelings was something I kinda missed, and since ROC was loosely based on Keep on the Borderlands - where I lost a lot of hirelings back in the day! - it was a good opportunity to include them. Very interesting to make them a core concept of the game!
ewookie, thanks for the review and starting the thoughtful conversation!
Bret
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 3, 2012 12:56:55 GMT -5
I understood when I decided to do away with Attribute increases I might alienate some traditionalists. It was not an easy choice to make nor one that was hastily done. Having played this system for decades, the easier, and more popular path, would have been just to go with the flow. I could not do it because it did not fit the game as I really played it and as I wanted to share. In the end, if folks give it an honest read through and try, they might be pleasantly surprised. And if they decide to house rule it back to the traditional rule, no harm, no foul. I agree. If anyone gives it an honest read and try, they WILL be pleasantly surprised.
|
|
|
Post by fenway5 on Dec 3, 2012 20:55:42 GMT -5
Thanks very much Bret. Your use of hirelings was important to me and re-confimred my own opinion that Heroic play is better than super heroic. Most novels deal with a party of heroes who have to rely on each other, and any good story/ movie has cannon fodder types who may surprisingly save the day, or flee in terror at the wrong time. Most modern rules try to make superhero players who can defeat anything. Where is the fun in that? If there isn't an element of danger and hazard, why play? LAW/TFT lend themselves to heroic play and that influenced HOW as well.
Thanks again ewookie for giving HOW a honest look and sharing your thoughts with the DCG fans.
|
|