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Polaris
Jul 16th, '03, 01:11 PM
I have been looking forward to the coming release of FH. Yesterday, I was talking to a member of our group (the longest running player of the Hero system in our group... he has been playing since first edition). I asked him if he would like to carpool out to the FLGS (our store is a bit of a drive from here, but worth the drive... they never fail to get Hero products in quickly) when FH gets in. He said that he wasn't going to be picking it up. Basically, he (keep in mind, he is not one to bash Hero, so this is not a case of someone that is just cynical) said that the old version of FH is just as good for helping run a FH game as the new book will be, and we should save our money for actual new products.

Although he did not make the comparrison, it kind of reminded me of the 3.5 discussion in another thread (I do know that the two are NOT the same... the time between 3.0 and 3.5 was VERY short, and WoTC has put out a pamphlet that helps update the 3.0 books to 3.5, and is not planning on redoing those other books, etc).

I have the ebook FH of the last version. I started playing Hero system shortly before FREd came out, so I am more accustomed to Fifth Ed. Even if the updates are somewhat minor (updating stuff from fourth to fifth edition), I would still be buying it. So, this question is not so much for me, as for people that have been playing Hero for a while, and has the older version of FH.

Do you plan on getting the new FH? If so, what are you hoping it will have that will be different then what you already have from the older/'classical' version?

As people with DoJ think about future update books for FREd, this might help them with some ideas of what people are hoping to get with the new editions. Even if not, I think it would be interesting and could convince some to buy it.

Take care,
Polaris

Chris Goodwin
Jul 16th, '03, 01:26 PM
I would say it will definitely be worth it.

I've got first and second, and I'll be getting third (that's the new one) when I can.

Besides, third will be in print. The others won't. And it'll all be for fifth edition Hero, while the others aren't.

Having seen the playtest document, I can say that there's nothing that is just an update. It's all new material.

Killer Shrike
Jul 16th, '03, 01:26 PM
Well, I can tell you this much: Your friend is wrong.

This is not a reprint, this is a new product from the ground up. Its light years beyond the 4e FH, which I always found to be an inferior product myself.

Not only that, its gigantic. The playtest document was over 700 pages frex. I think its final formated length is nearly 400 pages.

Its chock-full of suggestions, rules clarifications, and coverage of genre tropes. It also has copious advice for how to design magic systems for your campaigns and has IIRC no fewer than 12 example/sample systems that you can use as inspiration or take wholesale. Its packed to the gills with sample prestige classes for race, "classes", culture, and more that you can either use as is, take as inspiration, or modify.

Its IMO one of the best books ever released for HERO Games in any of its permutations under any of its owners. The playtest document alone was amazing; I cant wait to get my grubby little hands on a cleaned up, formatted, and illustrated version.

Let your friend know, this is not a retread Fantasy HERO designed to gouge your pocket; its a massive (I almost daresay definitive) tome of time-saving tips and creativity vitalizers. He will want a copy once he sees it in person. :D

Steve Long
Jul 16th, '03, 01:41 PM
Basically, he (keep in mind, he is not one to bash Hero, so this is not a case of someone that is just cynical) said that the old version of FH is just as good for helping run a FH game as the new book will be, and we should save our money for actual new products.

Unless he was a playtester, I don't see how he could possibly make that judgment until the product is out. If he's proceeding on the assumption that one version of a genre book is just as good as any other version, well, he should remember what happens when one assumes.

Certainly any fan is welcome to his or her opinion, good or bad, about any of our books. But in the interest of fairness, people ought to at least wait until the book is out and they can compare the two products before leaping to a conclusion. ;)

FYI, the final length of FH: 416 pages. Given that the 4th Ed. FH was only 256 pages, much of which was devoted to a campaign setting, that should tell you right off the bat that the new FH has a lot more material and info for running Fantasy games with the HERO System than the 4th Ed. version did.

BobGreenwade
Jul 16th, '03, 01:47 PM
Try this as an experiment.

Do you have a copy of 3rd Edition Champions? If you do, hold that book up and compare it to what Aaron Allston wrote in last year's tome.

That should give a general basis of comparison for what the new Fantasy Hero will be like, compared to the first one.

Old Man
Jul 16th, '03, 03:24 PM
I'm in wait-and-see mode on the new FH. That it contains many pages will only be a good thing if I like what's on those pages. If Star Hero is any indication FH will be okay but nothing to write home about. If FREd is any indication then 5th ed FH could actually ruin FH. But again, I'm waiting to see the final book. Then judgement will be swift.

Killer Shrike
Jul 16th, '03, 03:29 PM
Huh, thats odd Old Man; up til now Id only heard glowing reviews of Star HERO. I thumbed thru my copy but dont have enough interest in the genre to read it closely, and thus dont have my own opinion on it.

Vondy
Jul 16th, '03, 03:30 PM
I'll take a look at it, but I don't know.

I tend to aim for mechanical simplicity and minimal mechanical design time (as opposed to world building) when doing non-supers genres and have another system I've been using for fantasy.

If I like the execution and it cuts down on the work I have to do to run fantasy in hero I might consider buying it.

We'll see.

Old Man
Jul 16th, '03, 05:53 PM
I'll be getting it because I've been infected with the FH bug. Nobody I know is running SH, and nobody I know will be doing so in the near future so I probably will not be getting it.

Dr Rotwang!
Jul 16th, '03, 07:23 PM
Well, lessee:

I loves me some fantasy.

I loves me some HERO.

Whuzzat? Fantasy HERO with lotsa stuff in it that my 2nd Ed FH hasn't?

Steve sez he can't hold a copy for me at GenCon, but he sure as heck won't mind signing it 'cause I'm gettin some!

tgaptte
Jul 16th, '03, 09:41 PM
I am a long time HERO player (~20 years). I've owned all editions of the FH rules. This will be the best yet and I cannot wait for it...it's so close! _And_, this time there will actually be decent support for the genre (Grimoire, Worldbooks etc).

I have 5 copies on order from my FLGS.

Tim

Killer Shrike
Jul 16th, '03, 10:17 PM
Originally posted by tgaptte
I have 5 copies on order from my FLGS.

Tim

Damn. Thats hardcore. You can keep one by each toilet, the bed, the game table, and your desk. Well done. Wall to wall Fantasy HERO :D

Old Man
Jul 17th, '03, 01:59 AM
I'm hoping that, if FH5 does not suck, there will be published modules for it. There are a lot of GMs out there that just don't have the time or energy to come up with good adventures once a week. Converting D&D modules, like we used to have to do, has some obvious and serious drawbacks.

Markdoc
Jul 17th, '03, 02:21 AM
Well, I am planning on getting it: I am a fantasy Fan and a Hero Fan.

However, I am also a long time Hero GM, more than capable of making up my own stuff on the fly and I never buy stuff (any stuff) "just because".

I can say straight up that I will buy FH, because if there is one thing Steve excels at, it is "compilation" volumes.

I have never run a Dark Champions game, but I bought Dark Champions because it had a lot of neat "stuff" -weapons, gadgets, character ideas that could be adapted to things I DID want to run. Likewise, UMA - one of my essential gaming reference items.

I expect FH to be the same - only more so, hopefully :-)

cheers, Mark

Herolover
Jul 17th, '03, 04:15 AM
As another playtester let me tell you this is in no way a reprint.

If you are interested in doing Fantasy with the HERO system you will love this book. If you aren't interested in Fantasy...then why are you in this forum?

sbarron
Jul 17th, '03, 05:56 AM
Originally posted by Old Man
I'm in wait-and-see mode on the new FH. That it contains many pages will only be a good thing if I like what's on those pages. If Star Hero is any indication FH will be okay but nothing to write home about. If FREd is any indication then 5th ed FH could actually ruin FH. But again, I'm waiting to see the final book. Then judgement will be swift.

"Getting tired, old man?" :) Sorry, I always wanted to say that.

What is it that you are looking for from these genre books, Old Man? I think Star Hero is excellent, and I suspect FH will be very similar in style and content. What is it that SH lacks or has too much of that makes you think it is only of passing quality/usefulness?

Talon
Jul 17th, '03, 05:56 AM
Originally posted by Steve Long
Unless he was a playtester, I don't see how he could possibly make that judgment until the product is out.

And if he is a playtester...same thing. Anyone who's seen the manuscript would never make that judgment. :)

The only part of 4th Edition FH that holds a candle up to the new one is the "creating a magic system" section. Aaron's writing is (as always excellent); but Steve has gone way beyond Aaron in terms of the types of systems discussed and suggested.

Plus, no spell colleges. Yay!

Polaris
Jul 17th, '03, 01:07 PM
Herolover,

I do like Fantasy, and definitely intend on buying it.

It seems that most people here are certainly interested in buying it. There are a few that are wanting to see it before buying it (definitely a good idea... look before buying, so that people don't buy it thinking it is something it isn't).

Thanks for the feedback and comments on my question.

Polaris...:)

Seenar
Jul 17th, '03, 02:02 PM
Originally posted by Geoff Speare
And if he is a playtester...same thing. Anyone who's seen the manuscript would never make that judgment. :)

The only part of 4th Edition FH that holds a candle up to the new one is the "creating a magic system" section. Aaron's writing is (as always excellent); but Steve has gone way beyond Aaron in terms of the types of systems discussed and suggested.

Plus, no spell colleges. Yay!

See I like Spell Collages

JmOz
Jul 17th, '03, 03:03 PM
Originally posted by Old Man
I'm in wait-and-see mode on the new FH. That it contains many pages will only be a good thing if I like what's on those pages. If Star Hero is any indication FH will be okay but nothing to write home about. If FREd is any indication then 5th ed FH could actually ruin FH. But again, I'm waiting to see the final book. Then judgement will be swift.

Do I understand that you dislike Fred?

AnotherSkip
Jul 17th, '03, 04:40 PM
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!

to be Old Man!

His judgement is Swift!!!!!
His judgement is Final.
His judgement is..............
Terrible?

:)


Realisitically IMNSHO his(old man's) Opinion expressed on these boards is over the non-balance of weapons.

heck Old Man, Steve _Even_ provides options for rebalancing the weapons list......

Shaddakim
Jul 17th, '03, 05:23 PM
I plan on buying it for several reasons:
1) Every edition so far had had something I could use in it. Even the spell colleges had a useful limitation (Must have x points in y college) - poorly executed, but useful none-the-less.

2) I am currently running a long-standing FH game and can use all the source material I can get. Not having to translate it from a different game system is a major bonus.

3) I enjoy seeing how different people do the same thing I do in my fantasy game, but differently. Several of the examples in FREd were very cool ways of doing things and I expect to see the same in the new edition of FH. Heck, even the explanations of what not to do lead to interesting ideas.

4) To poke a stick in the eye of those insulting bastards at Guardians of Order. Have you seen the ads they have been running in Game Trader magazine? I will never buy another product of theirs, ever, and I had been planning to until I saw those ads.

Steve Long
Jul 17th, '03, 05:26 PM
Re: the Guardians Of Order ads -- relax, it's not an insult. It was something we jointly agreed to. They did three ads poking fun at us, we did three ads poking fun at them. We all had a great time. It's nothing to get upset about at all. ;)

Old Man
Jul 17th, '03, 06:07 PM
Originally posted by AnotherSkip
heck Old Man, Steve _Even_ provides options for rebalancing the weapons list......

So I'm supposed to drop thirty bucks on a book and then rewrite parts of it?



Realisitically IMNSHO his(old man's) Opinion expressed on these boards is over the non-balance of weapons.

My larger issues with FREd have to do with the way it nearly ignores heroic level games. Heroic support is limited to a couple of off-the-cuff chapters on weapons and armor; if you're lucky you can find where it mentions that you don't have to pay points for weapons (a huge complaint about FH for people who don't know the difference between it and Champions).

As for Star Hero, it was okay, don't get me wrong--but it could have been better. SH is great for folks who already know how the system works but I pity the new GM who's trying to piece together the details of his campaign. Things that are specific to campaign flavor are strewn throughout the book, rather than being collected in the "Creating a Campaign" section. Using psionics as an example, there is far too much "depending on the kind of campaign you want, you know, you might or might not want to allow teleportation, and you'll have to decide whether to allow power frameworks..." while there is not enough "Low-Psi campaign: no frameworks, 20 AP limit, no teleport. High-Psi campaign: elemental controls, 60 AP limit, teleport OK." IOW each section should have had multiple-guess power level or flavor choices, and then "standard" campaign types (such as Retro SF) could have been assembled from these. That would make it easier for new GMs to get started. Experienced players have no problem futzing with the frameworks to get the exact campaign they want, but even they could benefit from this approach as it would save them a lot of work.

Nightshade
Jul 18th, '03, 07:21 AM
I'm definately going to get it. I pretty much only run Fantasy HERO games and have my own world, so a lot of it may not be necessarily useful, but hey, if it was half as good as I have read from the playtesters, I will be more than happy to spend some cash on it.

Plus it keeps HERO healthy, which makes them publish more books, which gives us more potential for even better quality stuff.

Nightshade

AnotherSkip
Jul 18th, '03, 07:36 AM
Originally posted by Old Man
So I'm supposed to drop thirty bucks on a book and then rewrite parts of it?


Actually the options are for you to rewrite parts of the $45 book you intially invested in. FREd.

i suppose Steve _could_ have provided a USPD version for campaigns, and may do so in the future. However I can think of several campaign options that would allow Teleport, and deny the classic "mind blast", Mental illusions, etc. Realistically, All campaigns need the old 4th edition guidesheets with the Gms doing the fill in the blanks. Basically Old man, as you well know, Hero's greatest Strength and weakness is no "out of box".

Old Man
Jul 18th, '03, 12:27 PM
Originally posted by AnotherSkip
Actually the options are for you to rewrite parts of the $45 book you intially invested in. FREd.

Really? What parts? Aside from the broken weapons and encumbrance charts, there's really nothing there I would care to rewrite.



I can think of several campaign options that would allow Teleport, and deny the classic "mind blast", Mental illusions, etc.

That's no reason not to try and save the GM some work. I would much rather tweak a published Retro SF campaign than have to assemble it from scratch with a lot of vaguely worded advice.


Realistically, All campaigns need the old 4th edition guidesheets with the Gms doing the fill in the blanks. Basically Old man, as you well know, Hero's greatest Strength and weakness is no "out of box".

I see it as solely a weakness. In particular, I don't see why we can't have it both ways. Star Hero didn't even have the checklists from 4th ed, let alone preworked power-level/feel rules for each section. I understand the writers' fears of, I guess, stifling GM creativity, but SH wound up being a whole bunch of good ideas scattered at random in a sea of fluff.

Vondy
Jul 18th, '03, 03:12 PM
Originally posted by Old Man


That's no reason not to try and save the GM some work. I would much rather tweak a published Retro SF campaign than have to assemble it from scratch with a lot of vaguely worded advice.

I see it as solely a weakness. In particular, I don't see why we can't have it both ways. Star Hero didn't even have the checklists from 4th ed, let alone preworked power-level/feel rules for each section. I understand the writers' fears of, I guess, stifling GM creativity, but SH wound up being a whole bunch of good ideas scattered at random in a sea of fluff.

Actually, I'm having these issues with HERO these days, too.

I found star hero to be chalk full of good ideas, all of which required me to go spend days (or even weeks) building things from the ground up that I didn't want to have to build. I can crunch numbers with the best of them, but I don't enjoy it.

I'd rather have a book of stuff I can pick and choose what to tweak from that to build everything from the ground up. I wouldn't even mind a good setting book if it had enough pregenerated materials for me to steal mercilessly from.

So far the genre books have been long on ideas and short on substance. I have my own ideas so I don't find them useful. I want concrete guidelines and source material I can pillage to flesh those ideas out with. I can get that out of books o' stuff and setting books. I have yet to figure out what I need a genre book for.

The only books I've purchased to date, other than FRED, are The Ultimate Martial Artist, The Ultimate Vehicle, The Bestiary, and Ninja Hero. I'll be taking a look at the Spacer's Tool Kit, the Grimoire, and the setting books.

Its one of the reasons I am, for the first time in years, playing something other than HERO (for non-supers and modern action stuff). The genre books have slowed the production schedule for the other books down. I'm waiting and watching, but I'm not a kid anymore, and between a wife, two children, and a job I don't have time to engage the Godly art of building everything in existance from nothing.

Dr Rotwang!
Jul 18th, '03, 07:16 PM
I went down to the hardware store yesterday.

I was standing there between the slats of wood and the bins fulla nails when the clerk came up to me. "Can I help you, sir?"

"Yeah," I said. "You got any rooms that're actually, you know, already built? I want some that I'll like, and I can't build my own because I lack the time."

He stared at me for a minute; he blinked, then shuffled his feet.

Then he said I should go play RIFTS.

So that was some sarcasm, but this next isn't -- you got yourself a HERO toolkit, and that's so you can build whatever you want. If you haven't the time to build...dude, scan the 'net for stuff that's built. It's cheaper, and though it makes DOJ no money, it saves you some work.

Lots of HERO stuff out there. You want some links? I bet you already have 'em, but I can share all the same.

Old Man
Jul 18th, '03, 09:40 PM
Let me respond to your idiotic strawman with one that's just as idiotic:

I went down to the car dealer yesterday.

I was standing in the lot when the salesman came up to me and said, "Can I help you, sir?"

"Yeah," I said. "I'd like to buy a car. I'd like it to have four wheels and corner pretty well. And I'd like it to be red. You have anything like that?"

"Sure," he said, "hold on right there." He went in the back, and when he came out he was pushing a wheelbarrow full of wrenches, some iron ore, and cans of red paint.

So without any sarcasm, what I'm saying is that yes, I have a HERO toolkit, and yes, I can build anything I damn well want with it. But if I haven't got the time to build my campaign from scratch or hunt through all the crap that's out on the web, it would be nice if I could quickly assemble it from some ready-made options. Especiallly if I'm new to GMing Hero and I don't know what the hell I'm doing. This takes nothing away from the universality of Hero and makes it easy for busy, lazy, or new GMs.

And let me reiterate that what is out there on the net is mostly crap. Keith Curtis' Savage Earth isn't bad--aside from the furries--but one third-party, online-only campaign setting is a far cry from a published series of campaign options that a GM can pick from a list on his lunch break.

Lord Liaden
Jul 18th, '03, 10:32 PM
If the genre books do not suit your needs or desires, I for one have no problem with your not buying them. You should invest your hard-earned dollars in what is going to help you create an enjoyable campaign. Lots of Hero gamers do seem to appreciate the genre books, but I've read comments from quite a few who don't.

If what you want is pre-generated material to speed up setting up a campaign, or ready-made setting books, Hero Games is putting that out as fast as it can. I'm sorry if you feel that the genre books are slowing the pace of that output to an unacceptable degree, but Hero also has customers who want that kind of product. In fact these boards have seen numerous requests for toolkit elements, prefabs, settings, adventures, and the occasional kitchen sink. ;) IMHO the company is doing yeoman service in trying to serve all these diverse desires, but that does require some compromises, which traditionally satisfy no party completely.

I understand your impatience to wait for Hero to come out with the kind of books you want; hopefully when they do you'll consider returning to the game. :)

Yamo
Jul 18th, '03, 10:51 PM
So without any sarcasm, what I'm saying is that yes, I have a HERO toolkit, and yes, I can build anything I damn well want with it. But if I haven't got the time to build my campaign from scratch or hunt through all the crap that's out on the web, it would be nice if I could quickly assemble it from some ready-made options. Especially if I'm new to GMing Hero and I don't know what the hell I'm doing. This takes nothing away from the universality of Hero and makes it easy for busy, lazy, or new GMs.

It sounds to me like there's already a ton of books that fit what you want.

Champions Universe (premade superhero setting)
Conquerors, Killers and Crooks (premade superhero villians)
Millenium City (premade campaign city)
UNTIL Superpowers Database (thousands of premade Powers)
Terran Empire (premade sci-fi setting)
Spacer's Toolkit (premade sci-fi gear, vehicles and ships)
Ultimate Martial Artist (premade martial arts styles and Powers)
Ultimate Vehicle (premade vehicles)

That's eight products in the last year that aren't genre books. Any one of them meets your criteria of "campaign options that a GM can pick from a list on his lunch break."

Coming up in the next few months we have:

Champions Battlegrounds (premade superhero adventures)
Fantasy Hero Grimoire (premade fantasy spells)
VIPER sourcebook (a premade villian organization for superhero campaigns)
Monsters, Minions and Marauders (premade fantasy villians)

It sounds to me like you're just spoiled. If you really begrudge the rest of HEROdom one or two genre books a year just because they mean that you get ONLY eight or nine books of drag-and-drop stuff that's useful to you, well, that's just weak. :rolleyes:

Your whining is misplaced for two reasons:

a) There's more than one HERO player out there. Many of us love the genre books. If you don't, don't buy them. Which leads neatly to number two...

b) You're already getting plenty of what you want. 2/3 or more of the release schedule is made up of non-genre book products intended to provide premade bits for campaigns. That's a distinct majority of new HERO material and it ought to be enough to please anyone even remotely fair and realistic about this issue.

Every book isn't made for you. If it was, DoJ would have exactly one customer.

Killer Shrike
Jul 19th, '03, 12:37 AM
{smiles inanely around, confused by all the angry faces}

Its sure going to be great killing things in caves together. Right guys? ......Uh....Guys?




Seriously though, its all good. Personally, I can see it both ways. I dont NEED Fantasy HERO; I figured out the basic ideas put forward in it over a decade ago. I can do Fantasy with my eyes closed and one hand tied behind my back.

But, on the otherhand, the FH playtest doc had lots of "oh yeahs" and imagination kick starters strewn throughout it. It does have actual game content as well, by the way. Its also great to have to incite interest from players, and give them something to look at for conceptual fodder, and even to help them understand the genre more fully. For many people FRPG is beer and pretzels hack-n-slash and/or video "role-playing" games which are basically just small scale strategy games with FMV or random sound clips.

Old Man
Jul 19th, '03, 02:42 AM
Originally posted by Yamo
a) There's more than one HERO player out there. Many of us love the genre books. If you don't, don't buy them. Which leads neatly to number two...

I'm glad you liked SH. I thought it was pretty good, but it could have been better. A lot better. As the genre book SH should have provided real tools and metarules for campaign creation rather than the mere collection of advice that it is.


b) You're already getting plenty of what you want. 2/3 or more of the release schedule is made up of non-genre book products intended to provide premade bits for campaigns. That's a distinct majority of new HERO material and it ought to be enough to please anyone even remotely fair and realistic about this issue.

But I am not talking about those 2/3. I'm not talking about TE, which is a specific campaign setting, and I'm not talking about Spacer's Toolkit, which is just stuff, and I'm really not talking about all the Champions books you mentioned that are utterly irrelevant. I'm specifically talking about SH and why it wasn't as good as it could have been.



Every book isn't made for you. If it was, DoJ would have exactly one customer.

But what a customer it would be! :D

Monolith
Jul 19th, '03, 06:26 AM
Originally posted by Old Man
I'm glad you liked SH. I thought it was pretty good, but it could have been better. A lot better. As the genre book SH should have provided real tools and metarules for campaign creation rather than the mere collection of advice that it is
Let's see, Star Hero had 40 Package Deals, write-ups for over 100 weapons and other pieces of equipment, write-ups for robots and computers, write-ups for starbases and starships, and write-ups for 45 psionic powers at varying power levels. All of that on top of 100 pages of information as to how you can make whatever type of campaign you want. I can surely see where it did not have enough "real tools" for campaign creation.

Genre books are not supposed to have metarules, or my term would be hard-rules. That is what campaign books are for. Genre books are an extention of FREd and offer you additional game information covering a specific genre, but not a specific style of play. Genre books are extended toolkits for FREd which help you to build whatever you want within that genre. Thus there can be no hard-rules that something must work a specific way, because what works in a cyberpunk-style game does not work in a Star Wars-style game.

Campaign books offer you a specific style of sub-genre and then give you hard-rules as to how everything must work. Of course campaign books do not help you if they are not the sub-genre that you want to play, but that is just the breaks if you sub-genre is not going to be supported.

Seenar
Jul 19th, '03, 06:42 AM
The whole appeal of Storyteller to me was all the rich source material not its gaming system.

Dr Rotwang!
Jul 19th, '03, 07:53 AM
Originally posted by Old Man
Let me respond to your idiotic strawman with one that's just as idiotic:
Okay.

Old Man
Jul 19th, '03, 11:10 AM
Originally posted by Monolith
Genre books are not supposed to have metarules, or my term would be hard-rules. That is what campaign books are for. Genre books are an extention of FREd and offer you additional game information covering a specific genre, but not a specific style of play. Genre books are extended toolkits for FREd which help you to build whatever you want within that genre. Thus there can be no hard-rules that something must work a specific way, because what works in a cyberpunk-style game does not work in a Star Wars-style game.

You're completely missing my point on campaign metarules. When I say metarules, I don't mean rules for a specific campaign. I'm talking about rules to determine what rules you put in for the specific campaign that you want. Taking psionics as an example, what I'd want is something like:


Pregenerated Psionics Campaign Rules

Psionics A: Psi powers are so rare most people don't believe they exist. They are weak, unreliable, and subtle.
Permitted powers: telepathy, mind scan, mind control.
Required limitations: concentrate DCV0, RSR, extra time 1 minute.
Frameworks: none.
AP Limit: 30.

Psionics B: Psi powers are fairly common but restricted to a relative minority.
Permitted powers: as A, plus TK, Leaping, Missile Deflection and Mental Defense.
Required limitations: RSR.
Frameworks: EC.
AP Limit: 60.

Psionics C: Psi powers are everywhere. Psionic masters are closely attuned to the universe and can do all kinds of freaky stuff.
Permitted powers: as B, plus HKA, RKA, Flight, FF, FW, Density Increase, etc.
Required limitations: none.
Frameworks: MP.
AP Limit: 90.




Then if all the sections of SH had options like this, I could define my Retro SF campaign in a few lines of text:

Point level: 75+75.
Psionics: A.
Cybernetics: none.
Robotics: B.
Biotech: none.
Weapon tech: B.
Armor tech: A.
Martial arts: A.
etc.

The way SH is set up right now, there is no easy way to do this. I have to go through it, read all the advice, and write up all this stuff myself, which takes a lot of time and effort.

AnotherSkip
Jul 19th, '03, 11:42 AM
Old Man that post was the most worthles pile of drivel I have yet to see come out in your posts in quite a while IMNSHO.

First off, for the vast majority of Hero you would need a good 20(A-R) pieces to accurately describe just things like psionics. in your ABC example none of those had any of the powers levels i would need to describe most of the campaings I have been in. so fer instance your shorthand example would require a minimum of 21 more paragraphs added to the book(just an incomplete listing of 3 per suggestion).

And is not part of the advantage Hero has is that we _don't_ do things like provide lists of SFX's? after all what is the difference between a Fire Ball, an Ice Shard and a Lighting Bolt? Not much except sfx.

im free to do whatever I want with my SFX's, sure I should make them all feel different, but many problems came about with games like Shadowrun _because_ rather than admitting that Biotech, Cyberware, and Magic are all different SFX's for the _exact same krap_ they made them not only feel differently but behaved sligthly differently and game balance suffered because munchkins would cherry pick their abilites and run roughshod over everything else.

Seenar
Jul 19th, '03, 12:35 PM
Originally posted by AnotherSkip
Old Man that post was the most worthles pile of drivel I have yet to see come out in your posts in quite a while IMNSHO.

First off, for the vast majority of Hero you would need a good 20(A-R) pieces to accurately describe just things like psionics. in your ABC example none of those had any of the powers levels i would need to describe most of the campaings I have been in. so fer instance your shorthand example would require a minimum of 21 more paragraphs added to the book(just an incomplete listing of 3 per suggestion).

And is not part of the advantage Hero has is that we _don't_ do things like provide lists of SFX's? after all what is the difference between a Fire Ball, an Ice Shard and a Lighting Bolt? Not much except sfx.

im free to do whatever I want with my SFX's, sure I should make them all feel different, but many problems came about with games like Shadowrun _because_ rather than admitting that Biotech, Cyberware, and Magic are all different SFX's for the _exact same krap_ they made them not only feel differently but behaved sligthly differently and game balance suffered because munchkins would cherry pick their abilites and run roughshod over everything else.

Wow. Are we on the Non-Gaming Boards all of a sudden :)

I think that the Old Man makes a good argument about the sort of steps I would have liked to have seen in Star Hero too. Your basic argument is that "it does not work for you, so why have it". I guess Star Hero was perfect for you and you would make no changes, and Fantasy Hero will be perfect as well with no changes made. If must be nice to have Hero catering to your whims.

I think the Old Man (funny I put a "the" there by habit) has every right to state his case for what he would like to see. Just because that may put him in a minority, or not be what Hero is looking to do, does not make his statments "drivel".

You should apologize. You don't see Steve on here slamming the Old Man for not thinking Star Hero is perfect, now do you?

Killer Shrike
Jul 19th, '03, 12:44 PM
Theres a lot of love in here. You can practically smell it :eek:

Seriously though, lets dial it down a notch if possible. Everybody has a right to thier own opinion after all. "My right to swing my fist ends where another man's nose begins" and all that.....

Chris Goodwin
Jul 19th, '03, 01:41 PM
Old Man -- obviously Star Hero wasn't what you thought it was going to be, or at least it wasn't what you were looking for. Nothing wrong with that. I think that's a different issue from a single "bad - pretty good - excellent" scale. It wasn't "pretty good but could have been better". It was "doesn't meet Old Man's needs".

The stuff you're asking for is what Hero would be putting in setting or campaign books rather than genre books. The reason Star Hero doesn't contain lists of psionics power levels, for example, is because that sort of list would have to appear in a specific campaign book.

I had a similar problem with the 4th edition supplement "Champions (in?) 3-D". What I wanted was a sort of Star Hero for interdimensional campaigns. What it ended up being was about 5-6 pages on mostly how to generate dimensions and then a huge collection of sample dimensions. Not what I wanted at all, at least at the time; I could come up with a hundred of those. There was some excellent stuff in there, but I wouldn't ever say "It sucked because it wasn't what I wanted."

I think that's why people are coming at you, because you're saying "Star Hero could have been a lot better" or, in other words, it sucks because it didn't meet your needs. Most people seem to be saying "It didn't suck, what are you talking about?"

If it doesn't meet your needs, then sorry, them's the breaks. It's not going to meet everyone's needs. But that's no reason to get pissy about it.

Dr Rotwang!
Jul 19th, '03, 01:41 PM
So...Old Man...no offense intent here, but -- how long'd it take you to write that up? Maybe you have more time than you think, or at least needn't invest as much as you'd fear.

In my case, I'm lazy and easily distracted. So if I can throw together stuff, surely you can, too.

And c'mon, let's face it -- I ain't that smart.

Polaris
Jul 19th, '03, 05:11 PM
Old Man,

I agree with much of what you are saying. I, as a newer Hero GM, would like to see more material that I can easily drop into a story. I can take the world and develop it very well, but any building blocks can be helfpul.

Others (often more experienced GMs) have an easier time with rather vague advice on "this is how to RP fantasy/superheroes/science finction", etc.

I appreciate your voicing desire for publication of more solid materials (which, i believe hero puts out with their villain book, USPD, Spacers Toolkit, TE, etc, but could do more with the genre books to give solid foundation to playing that genre with more concrete examples).

I believe that Steve and Co are aware that many of the people on here tend to be more experienced Hero players. That materials that appeal to newer players is a good thing (not to say that you are new, since I have no idea how long you have been playing Hero).

The main thing you hae said that I would take exception to is the idea that most of the stuff on the web is crap. I have not seen the majority, but I have found some very impressive stuff. Some sites even have tools that help (the GM Mastery site has a tool for subplots that have sparked some interesting ideas for the Innkeeper or some other NPC that may not have had quite so much of a role in the story before).

Polaris

Polaris
Jul 19th, '03, 05:13 PM
Well put...:):)

Polaris

Old Man
Jul 19th, '03, 11:36 PM
Originally posted by Dr Rotwang!
So...Old Man...no offense intent here, but -- how long'd it take you to write that up?

That took me about fifteen minutes, but like AnotherSkip politely pointed out, each example is hardly enough to be really useful as a drop in, and it would take more than three of them to provide anything like adequate drop-in choice for a campaign. On top of that I've been playing Champs since 2nd ed and FH since 1st, so I'm a vet. A GM new to the system wouldn't have the faintest idea how to set up AP limits and power frameworks and limitations to get the feel that he wants.

Furthermore I gain nothing from writing that sort of thing myself unless I have the time to develop and play dozens of SH campaigns myself. I don't. That's why it would have been really cool for Steve to do it, because he's pretty good and he can type at SPD 12.

I know a lot of folks object to the whole idea of artificially limiting Hero, but I really don't see how what I'm suggesting would do that in any way. The underlying system is still there for anyone to use. Providing these optional drop-in campaign blocks would have the additional benefit of lowering the entry barrier for new Hero GMs, as well as helping out the lazy ones.

Yamo
Jul 20th, '03, 12:41 AM
A GM new to the system wouldn't have the faintest idea how to set up AP limits and power frameworks and limitations to get the feel that he wants.

Hmm. I had never played HERO before the 5th Edition and I haven't had any trouble setting AP limits and such.

Maybe you should give people more credit?

Dr Rotwang!
Jul 20th, '03, 08:32 AM
I have to agree with Yamo. I've been a gamer since 1988 (okay, 31 Dec 1987), and have had spotty experience with HERO 4th and 5th until about a year ago or so. I, for myself, haven't had so much trouble putting things together as one might think, considering how...uh...well, I'm not right in the head.

But one thing I am, is I'm a perfectionist. When I put my mind and hands to something, any execution that is not better than what I conceived is just...not...RIGHT.

Except when it comes to gaming. "Close enough for jazz" does the trick.

So...I understand what it's like to not have the time to get exactly what you want, so I can side with you on that, Old Man.

rayoman
Jul 20th, '03, 10:30 AM
I had nothing important to say so I deleted what I had said in the first place. :-)

AnotherSkip
Jul 20th, '03, 10:56 AM
Well..... erm..... I Apologise for being a tad bit too acidic in my remarks.

And to answer an unspoken assumption I think that yes SH could have been 'better",
_but_
Old Man's suggstion might do well for an independant PDF, Digital hero article, or addendum to the simplifying HERO rules. Not as something that would have neccesitated pulling out three or four races, a series of psionics examples and a half dozen other things in order to suggest a very limited version of some 4th ed campaign design rules....






besides anyone who puts "Insolent Fool!" as their iconic statement -should- expect some amount of insolence!!!!!
:)

Old Man
Jul 21st, '03, 12:51 AM
Originally posted by AnotherSkip

Old Man's suggstion might do well for an independant PDF, Digital hero article, or addendum to the simplifying HERO rules.

That would do nicely, though I still think it would have been better to includein in SH itself...


[/b]
Not as something that would have neccesitated pulling out three or four races, a series of psionics examples and a half dozen other things in order to suggest a very limited version of some 4th ed campaign design rules....[/b]

...and I think we can agree to disagree on just how much space it would have taken. If two pages were devoted to metametacampaign development that would take 24 pages, tops. I don't know if SH absolutely had to fit into some page limit or what; I'd gladly have paid another couple bucks for SH+another 24 pages.







besides anyone who puts "Insolent Fool!" as their iconic statement -should- expect some amount of insolence!!!!!
:)

Ah, but who am I talking about when I say that? ;)

AnotherSkip
Jul 21st, '03, 07:32 PM
Just letting you know you are not the only insolent fool out here mr!!!!!!

keithcurtis
Jul 26th, '03, 08:13 PM
Originally posted by Old Man
And let me reiterate that what is out there on the net is mostly crap. Keith Curtis' Savage Earth isn't bad--aside from the furries--but one third-party, online-only campaign setting is a far cry from a published series of campaign options that a GM can pick from a list on his lunch break.

Thanks, I think. :)

Seriously, there really is some good stuff out there. Wasteland Hero is pretty fully realized. It just takes a little looking. ell, OK, a lot of looking.

Keith "isn't bad" Curtis

PS. I really don't care for "the furry phenomenon". I had something much more "Gamma World" in mind when I began. It mostly seemed like a good way to get a lot of broad easily-recognzable archetypes for player races without resorting to Elves-n-dwarves.

Black Rose
Aug 1st, '03, 02:53 AM
:confused: What's wrong with furries? I mean, I can understand if you're not into the Omaha the Cat Dancer/Genus-style stuff, I can understand - everyone's entitled to their own preferences, after all. But I happen to enjoy furries, if only because they add something different to a fantasy game. I'm sorry, but elves and dwarves have had too much air time, IMO. Granted, animal-human crosses are a bit stereotypable, but it adds something different without making the players Evel Keneval (sic) their way through mental hoops to get a grasp on the races.

:D Besides, I happen to like cat-girls with repeater crossbows hidden in their hair.

Dauntless
Aug 1st, '03, 08:51 AM
I disagree with the sentiments put forth by Old Man. I like the genre books more than the pre-fabbed settings. Maybe because when I started GM'ing when I was 13, I learned to GM on the fly, and it didn't take me long to come up with pregenerated NPC stooges, and other things for my settings.

What I want is something to stoke my imagination and creativity...not something which gives me prefabbed settings. I think Star Hero did an admirable job of providing loose guidelines for different style campaigns. One thing that would have annoyed me is exactly what Old Man suggested...having rules about what rules go in there. Now admittedly, I'm an experienced GM, so I can easily sift through the suggestions and guidelines and come up with my own needs for my campaign....it might be harder for newer GM's to do the same.

But the whole point of the genre books are that they are continuations of the Hero System philosophy of "gamer's toolkits". I like the Hero System precisely because it doesn't tell me what my game world is supposed to be like. Yes, it does create more work for me...but I can guaranatee you that I and my players can come up with a setting that suits our interests more than DOJ can. But then again, we're not afraid to put a little work into it (and I go to school full time, work part-time, practice my programming skills and have martial arts classes to go to...so I'm not exactly loaded with freetime). The bottomline is that the Hero system does require some work since it is a universal system.

To me, the settings books are ignoring the great strengths of the Hero System...it's flexibility. I think one of the big things that attracted players to Hero was how versatile it was and how moldable. By creating prefabbed worlds, it takes that strength away. That being said, I wouldn't mind seeing generic things for certain genres. And if this is what Old Man is saying, then I can partially agree with him. But I still think the genre books are "imagination stokers" not really compendiums of equipment, vehicles, characters and what-not. A few examples of each would be nice, but that shouldn't be their core focus. So when I see DOJ having plans to introduce so many campaign/setting books, I'm worried. Perhaps this is what Old Man would like to see, but it's exactly what I don't want. I want the freedom that the Hero System has always provided and I think DOJ would better suit this strength by focusing on more genre books and the Ultimate Series rather than too many campaign/settings books.

keithcurtis
Aug 1st, '03, 12:59 PM
Originally posted by Black Rose
:confused: What's wrong with furries?

Nothing in and of itself. It only disturbs me when it reaches the point of fetishism. The term "furrie" itself is a little too fannish, kind of like "trekkie".

OTOH, one of my favorite comics ever was Kamandi, Last Boy on Earth. Now there were some talking animals!

Keith "All Hail Great Casear!" Curtis

austenandrews
Aug 1st, '03, 07:24 PM
I'm partial to the previous FH for several reasons, not least because I wrote some of it. :)

I just bought the new one today. Good lord, but that's one large book! Haven't had a chance to do more than skim it yet.

My personal preference is to have a mix of some pre-fab game stuff (weapon lists, common vehicles, creatures, martial arts, etc.) and some generic resource material (like Star Hero's chapter on the solar system). In my own games I build most everything myself (for me it's one of the great joys of being a GM) so I don't bother with game settings, premade Champs characters, spell books, "spacer's toolkits" and whatnot. Just not interested.

We'll see how the new FH holds up.

-AA

P.S. I did my stint in furrydom. Mostly it's not as bad as its reputation. In some dark corners, it's worse.

keithcurtis
Aug 1st, '03, 08:22 PM
Originally posted by austenandrews
P.S. I did my stint in furrydom. Mostly it's not as bad as its reputation. In some dark corners, it's worse.

One thing I learned when doing research for Savage Earth: good or bad, furrydom is HUGE! I would never have imagined the vast numebr of sites dedicated to furry fanfic, illustration, etc. It's got to be the single biggest cultural phenomeon that no one has ever heard of.

Keith "Avoid the dark corners, for sanity's sake ;)" Curtis