Hinirang RPG:An Update
We playtested the fledgling Hinirang RPG ruleset with a fairly flexible setting: the setting of Fading Suns. I played rather well, despite having to refer to the various Fading Suns rulebooks and converting stats on the spot. The core mechanic of Attempts and Difficulties, and Margins of Success and Failure all worked out nicely.
A revelation was the multiple initiatives: having Physical, Mental, Emotional, and Spiritual Aspects each with their own initiative could have been too clunky... but it played out rather well. Psychic abilities and Theurgy / Magick were still closely tied to the FS paradigm however... but they worked out fine as well.
I'll have to define when to use Skill Rolls and Attribute Rolls a bit better though. I'd like to reserve Attribute Rolls to be the equivalent of "Saving Throws", rather than a more cost-effective substitute for skills. No more intellect-based perception rolls... it'll be Intellect + Awareness or nothing.
One comment I received was how effective someone could really be if they poured points into a particular aspect. And this was true... J's character really shone in the Physical Aspect (with a touch of the Jury-Rigging Han Solo), while KnightJinx's character dominated the Spiritual Arena. K8's character surprised everyone with her psychic abilities... tied to the Physical and Emotional Aspects.
Can't wait for the next session - but I have to prepare...
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