View Full Version : First-time GM
tkdguy
Jul 27th, '03, 10:26 AM
I finally got my HERO campaign going. Since this was my fist time GMing the HERO System, and the first time the players are using it, things went a little slow. I also fudged a bit. But I got positive responses. I told the players that the HERO system is a bit more complicated to learn than D&D, but it's a much better system.
I did have to remind the players this wasn't D&D, especially since there's no magic in the campaign. "No, your monk doesn't have increased movement." "No, you you don't have wuxia powers."
I think I railroaded them a bit too much though, even though they saw it coming. The only reason I did that was to because they're all outlaws, and I was reinforcing the fact that they should be aware of treachery all around them.
I think they liked the pictures, maps, and props (coinpurses, swords, a signet ring). The 17th century music may have been a bit much for them, though.
VictorVonDoom
Jul 27th, '03, 02:21 PM
there is magic in HERO if you want it: even in MU (comic universe) are heroes who have magic ; each power stated in the heromanual can be reinverted in a spell and just think some odd names with them like "Beam of Bedevilment" for "Energieblast" or "Rings of Faradamadomium (name i made up)" for "entangle"
tkdguy
Jul 28th, '03, 10:14 PM
Thanks, but I set this world up as a nonmagical world. Look for the "Fantasy Without Magic" thread on the FH forum to see the details of the campaign.
I actually am a veteran player of HERO; I just haven't played in a while. And as a veteran GM of other games, I know I should start small anyway and not get over my head. Besides, it's the first time the players are trying the system. I want to ease them into it.
RadeFox
Jul 28th, '03, 10:37 PM
Too bad your players dont appreciate period music.
I use both period music in games as well as my large collection of movie score cd's. That way, I can sort of convey a very cinematic feel for my games. Period music can really help get them into the mindset, and the movie score tracks really get them into the mood of the scene.
tkdguy
Jul 28th, '03, 10:45 PM
Next time, I won't use period music for background music. I'll play it as part of a scene (specific piece for a scene). Maybe there are musicians performing in the tavern.
Blue
Jul 29th, '03, 07:01 AM
It's hard making everyone happy, aint it? I've had 3 sessions on the latest campaign (The first I've run in 12 Years). My old campaign had 3 players... this one has as many as 8 depending on the weekend.
Game 1: I think people were pleasantly surprised to see that things were moving along. They seemed to remember a game to take forever. When the combat turned out to take just as long as D&D, they settled in just fine.
Game 2: I threw them into a fight immediately upon starting the game. They had fun, but the fight ran about 4-1/2 hours, well after our typical dinner break. When we came back it was hard to keep everyone interested. Game ran until 2am, when we like to break about midnight usually.
Game 3: I thought there wasn't enough opportunity to roleplay in the other sessions, that I'd turned them into slugfests, so I gave them a chance to RP immediately. Wrong move. They're better off starting with the fight and then having the RP after. They were all glassy eyed after about ten minutes of trying to figure out what to do next.
Game 4 is coming up. I'm going to have to give them a fight, a chance to follow leads, then a good, hearty climax that ends somewhere around midnight. Not easy to time.
The only surprise for me so far is that they haven't completely wiped out my villains in a fight yet. The other surprise is that they seem to be having trouble picking up on the clues I'm leaving them. I could reduce the whole thing to rolls, but then I feel that's too mechanical. I know as a player I feel better when I manage to figure something out rather than rolling it out.
CourtFool
Jul 29th, '03, 02:08 PM
Originally posted by tkdguy
I did have to remind the players this wasn't D&D, especially since there's no magic in the campaign. "No, your monk doesn't have increased movement."
Was this just a mis-quote? What does increased movement have to do with magic? Just give the Monk template an extra inch or two Running.
tkdguy
Jul 29th, '03, 07:07 PM
Good luck with your game, Blue. If the players already have the hang of combat, more power to them.
As for the monk's running and magic, 3E makes monks run faster than other characters. It could be physical training, but they end up going at ungodly speeds at high levels, it's like creating a speedster/martial artist. Okay, it's not so bad, definitely not as wrong as creating a speedster brick, but still. The playes did get 2 hero points to spend, so I may allow an extra inch or two of running, but no more than that. I do want the laws of nature to apply here.
I will talk to the players about all the combat options they have, though. It's mainly why I chose the HERO system over D&D for this campaign. That and D&D plays like crap on a stick when there's no magic involved.
Rook
Jul 29th, '03, 07:37 PM
Originally posted by Blue
Game 4 is coming up. I'm going to have to give them a fight, a chance to follow leads, then a good, hearty climax that ends somewhere around midnight. Not easy to time.
One interesting way to start things off with a fight is to have the PCs start off in the middle (or at the beginning) of a fight with another group of good guys (or even with each other). The players have no idea why they are fighting but tell them it's a fight to the finish. When the PCs are on their last legs, stop the action and roleplay a flashback of the events that led up to the fight. Then, when the events catch up to the opening fight, fast forward to the point where the fight left off and have the evil puppetmaster who engineered all this step forth from the shadows saying, "Now that you've finished each other off for me..." :) Then, of course, the good guys get to join forces and mop the floor with the bad guy.
You probably shouldn't use this format more than once.
tkdguy
Aug 1st, '03, 10:06 PM
I like the way you think, Rook! I may just do what you suggested. In the meantime, I'm sending the players packets of information about how HERO works, as well as suggestions on how to get into the swashbuckling campaign.
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