Re: Fate Points – experimental rules for HeroQuest
Posted by
AxlNose on
Apr 12, 2009; 11:44am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Fate-Points-experimental-rules-for-HeroQuest-tp2602210p2623866.html
From the games that I've played with you dude using these new rules (ie. all of them), they have been enthusiastically recieved all round from what I've seen and I myself have been really enjoying them.
The simplicity of it works so well with the general simplicity of the game mechanics themselves, and they really do add an extra level of gameplay to it all. Usually during a old, regular game of HQ, you never really thought too much about the whole roleplay aspect of it.....you just used to plough through it all, grinding your way through the enemies and it did end up becoming rather tedious by the time you got half-way through the core Quest Book. With the fate point system and the ability to re-gain them in-game, you really do start looking at it in roleplay terms........interacting a lot more with NPC's and generally thinking 'outside the box' in handling trickly or obscure situations.
So far, these additional rules have provided many hours of fun, paced and exciting play (this includes an awesome 7-player marathon of a game that only ended at 3.30 this morning. I haven't been to bed yet. lmao)
I am looking really looking forward to continuing using these additional rules and the many more hours of entertaining gameplay that will follow........(we're finishing off last night's adventure tonight)
Putting the romance back in Necromancy........