Lord Twig said:
And again I say, "Bull". What exactly is a "stereotypical D&Der"?
I used the word "stereotypical" rather than "typical" (or similar adjective) specificly so nobody would be offended by it...and then you went and did it anyway!

Recall that I'm not the one who's had issues with this, so I'm probably the wrong one to argue with about it. I was just noting that you were stepping into an ongoing conversation in the middle of it, and appear to be missing some context for the conversation.
What I am objecting to is the idea that certain types of people are incapable of playing HQ because they just can't understand it. While it may be true in a few cases, my belief is that the majority of people who don't want to play HQ don't want to because they don't like it, not because they can't understand it.
RMS said:
I could make a philosophical argument here that they really must not understand it if they aren't enjoying it, but that'd get pretty deep pretty quickly and I don't really feel like going there more than just to note it.
There is that elitism again. Obviously they don't enjoy it because they don't understand it. :roll:
Try reading that again. There was nothing elitist about it. It is a simple philosophical argument: what one understands, one appreciates. What one doesn't understand, one doesn't appreciate. From that, for example, I would willing admit that I don't understand D&D because I don't enjoy it. I don't see what others see to get the same joy from it that they do, so I must not understand something they do understand, or I would get the same joy as they do.
Just to be clear, I in no way said that someone couldn't understand or use the mechanics. In my D&D example, I understand and can use the D&D mechanics just fine and I can run (or play) a game like others do with D&D, but I personally am missing something because I don't derive the same pleasure from doing it as (the hypothetical) they do.
The argument can be extended to anything. I like football, therefore I understand it at some level that someone who doesn't enjoy it understands it. I use this example specifically because it's inherently clear that lots of people "understand" football at this level without understanding much at all about the mechanics of the game and how it actually works. (It's a counter to the above.) OTOH, watching golf for me gets in the way of watching the grass grow, which is far more excitng, so I don't understand golf, whether I grasp the fundamental mechanics of the game or not.
I said I wasn't going to get into this, but then you baited me with that "elitism" jab!
I will grant that I was exaggerating there. My point was simply that some people prefer a more rule-heavy game than others. I was going to say more complex, but I do understand that HQ can be equally complex, just in a different way.
There is an irony here in that I've found myself arguing a few times lately how I don't think RQ is a complex or rules-heavy game at all. I think it's pretty simple, straightforward, and intuitive. In fact, I think it's more intuitive than HQ simply because it supports "common sense" ideas of how the world and game system interact so well. HQ is simpler mechanically, but (and I'm going ot get in trouble from you here) is more difficult to grasp because of it's level of abstraction. Neither is what I think of as complex or rules-heavy.
Here I would disagree. There is no optimal combination of spells, weapons, armor, maneuvers and such in HQ. It doesn't matter what you have, all that matters is that the GM rules that you can use it and what the number next to it is.
Outside of a level of abstraction, how is that really different from RQ (or any other game)? All that matters in RQ are your skills, stats, magic, etc. and the number next to it, and whether the GM let's you use it in a certain situation.
My point here was to describe what an adversarial GM might be and how it is not necessarily a bad thing. Now of course the GM could always "Win" if that was the goal. He has no limit to what he can throw at the players. A GM that just kills the characters every time the game starts is not going to have a game for very long. But a GM that creates a balanced encounter and then does his best to beat you with it makes for a very satisfying challenge.
You lost me here somewhere. Isn't an adversarial GM someone who is out to "win" by killing off the PCs: like the old ultimate dungeon's we'd all make. If you meant something else by this, then it's lost on me.
Again, sure you could do this in HQ as well. But I am willing to bet that it is harder to truly play the part of an adversary, doing his best to take out the characters, in HQ than it is in RQ. Not impossible, just harder. On the flip side there are things that would be easier in HQ. Like trying to find out if the chieftain’s daughter thinks your cute.
You lost me here too. Any game I run, the NPCs are all working as hard for their goals as the PCs, and will use everything in their power to affect the situation. My NPCs aren't cardboard figures that sit around waiting for the PCs to show up and interact with them. If they turn into adversaries, they will do everything within their abilities to defeat the players. This is how I've always run games.* My goal is to present a coherent, logical (within it's own definitions of logic) world for the PCs to interact with. Their adversaries are what they are (I don't scale up/down with them) and have as much initiative, motivation, and drive (depending on personality, etc.) as the PCs, so will certainly work to the best of their abilites to defeat the PCs. Do people run differently than this? The only thing that comes to mind is that I know some people try hard to scale to the power level of the PCs, but I don't think that's what you're talking about. I don't do that btw. The NPCs are what they are. Sometimes the PCs just have to withdraw, regroup, and look for help or other answers. Sometimes the PCs can completely overwelm the other side because they overpower them.
* I made some D&D players really upset way back when I first started playing (Jr. High) by doing this. They'd gone into a typical early D&D dungeon, killed some things, took their loot, and left to level up, regain magic, heal, buy better equipment, etc. When they returned they found that the monsters (orcs, I think) had organized, set up new defenses, spend a good portion of their saved money (ie. treasure the PCs were after) on hiring mercenaries and were pretty tough. The players were really upset with me, initially, because they expected everything to be as they left it. The net result was that it got us out of dungeon delving because it showed how absurd the whole notion was - especially when there was no "treasure" left to find!