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Re: [[HoE] Re: Use of stats (was Revised Edition)]



The least amount of combat can be an asset in most modern day/fighting has
consequences chronicles. In most my games I run it that way, but I see Hell
on Earth as more brutal and harder to survive. Combat is unavoidable (you
can talk a human down but the abomination aren't really very good
listeners). While not every game session results in a fight, I've had more
combat in this game than most others. While there may be more combat I've
found that the Role-playing hasn't suffered only enriched by the difference
in the way we play.

Christopher Merrill
W.H.A.T.T. Member

-----Original Message-----
From: Grant <ghoeflinger@netscape.net>
To: hoe@gamerz.net <hoe@gamerz.net>
Date: Wednesday, June 02, 1999 8:38 AM
Subject: Re: [[HoE] Re: Use of stats (was Revised Edition)]


>Just responding to Gwydion & Steve Crow:
>
>I think everything Gwydion brought up is absolutely right! I don't know
about
>your games Steve, but I try to keep combat down to a bare minimum for mine.
I
>only introduce it at a climax or if there is a very good reason for it
(such
>as a group of thugs being caught by the posse and not feeling very
>cooperative). I try to keep my stories involved with more of a mystery
>element, requiring my posse to solve the clues which let them find the
villain
>or Fearmonger. This has allowed me to have sessions where there is
absolutely
>no combat in them, which is something I like, and my players LOVE all the
fate
>chips they're able to get for roleplaying, and I love increasing my
standards
>for good roleplaying :)