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Vondy last won the day on April 11 2016

Vondy had the most liked content!

About Vondy

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    One With The Force
  • Birthday 07/13/1972

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    Jerusalem, Israel

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  1. D6 Star Wars to be Republished!

    I never found the crap organization of the original books debilitating. Retro-clones don't just reorganize the material, they also make changes to it. If you want authentic feel, play the original. Indeed, weird organization is part of that feel.
  2. D6 Star Wars to be Republished!

    Unless one is a proud Luddite!
  3. Star Wars 8 complaint box

    Titling this "complaint box" poisons the well of discussion from the outset. I will pass on participation beyond saying "haters gonna hate."
  4. I prefer the answer that the pursuing Star Destroyer had jammed their communications. Another possible one, sending anything but a encrypted burst communication to the base over channels could compromise the location of the base? We are talking about a lot of data and the data transmission did appear to be directional. While both of those explanations make in-universe sense the real reason is: wireless data communications wasn't really in the public's consciousness in 1977. Neither was the Internet. The holonet and "slicing" in the star wars universe, let alone wireless communications, are mirrors to real world technology developments that were retconned into Star Wars over time. The original star wars, while having AI droids, was not computer or information technology centric the way we are.
  5. VIPER: Who's Your Dragon?

    I've used Occulon and Viper-X to great effect. I even managed to turn Occulon into "not a chump." I did use Viperia in one scenario. She was, of course, scary. The heroes had to out-think her on the battlefield and had to focus on their mission objective rather than just beating her. Overall, I felt she was overpowered and that her powers were slapped on "just because" She was a little to narrow for me, personally, to use over the long-haul. She was more of a "doomsday weapon" than a well-rounded character.
  6. Gnomes are Halflings who talk to badgers, squirrels, and such-like. In our games Gnomes and Halflings have been replaced by 3-foot tall Elves known simply as "smallfolk." There are no D&D or Tolkein styled Elves.
  7. D6 Star Wars to be Republished!

    Bah! There is a time-worn yet serviceable copy of D6 Star Wars 1st Edition on my shelf. I also eschew AD&D reprints and retro-clones. If you want to play 1st Edition AD&D, or even B/X, the originals are yet obtainable. And, if you don't mind "used," not entirely unfordable.
  8. Describe a rpg mechanic you love.

    Jovian Chronicles: has options for a sliding scale of realism. Reality Distortion Levels: three settings changing how you tally successes from the dice pool - gritty, adventurous, and cinematic. Cast Rating: tied to RDLs, defines who, based on cast rating, gets what adjustments and fudges - and how system shock, etc, are handled. Archvillians followed by heroes / henchmen followed by supporting cast, followed by mooks. WOO Factor: weapons out of ordinance. Inspired by the endless stream of rockets in anime, and in handguns in John Woo films. The character rolls to see if they can keep firing even if the weapon should be empty. Existential Angst: when the narrative gives the hero personal trauma and loss, they can drop their psyche score to -3 and boost another stat or skill to +3 until the angst is resolved.
  9. STAR TREK: Discovery

    Hippy-dippy boomer woo-woo utopian pipe dreams has never done much for me. Oddly, the boomers who produced TOS created a show that was less of that than this one is claiming to be. I have seen every episode of trek prior to this series, but will happily skip this one. We've had 28 seasons of Trek prior to this, not including TAS. The only way we'd ever need more would be if it were actually good. The only new Trek I'm interested in at this stage is the reboot films
  10. Is your Fantasy gaming stuck in time?

    If you are running a multi-generational campaign that spans a significant period of time, then advancing the technological timeline makes sense. If you are running a game that covers a specific set of characters careers, then it probably doesn't make a lot of sense to have many technological advances. You could showcase one or two important things during that period - the novel invention, as it were - and make it a plot related thing, of course. I guess you could have magic progress like high-tech and move at a breakneck pace the way our generation has seen it move. But, for most of human history, that was not the case. Our perspective of fast-paced technological change is actually highly unusual. But, overall, I prefer my fantasy games have a more discrete time scale - and approach them the way REH did the Conan. The chronicler was telling tales about the life and times of a legendary king, conan, so it didn't matter how there were - they all fall within one man's lifetime. I like to tell stories about characters and their careers, not about worlds. This may just be because I'm not a Tolkein fan. He was a far better world builder than storyteller. For me, unless the technological change is relevant to the plot I'm not going to be much inspired by it because its change for its own sake and not even about the characters.
  11. Name a RPG system you can't stand.

    I look at the points paid for complications as variable complication pool. Over the course of a protagonist's career those may change change, but protagonist's always have problems. In most cases that should be the result of events in narrative and character growth, but it could also be the result of necessary meta-reasons. The complication may be getting in the way of the bigger story, or it may have grown stale, or it may have proven less fun than expected, or the player and GM may have understood it in very different terms, or the other players may hate it, or.... Things happen. The key is that whatever is on the sheet should make sense, enhance fun, and help the story along. As a result, I've always treated complications as being fairly fluid. Key defining elements of a character should remain fairly static, but other things can - and probably should - change after character creation.
  12. Name a RPG system you can't stand.

    Now, you see, we have different perspectives on this. I've found Hero characters are often more defined by their "cool fiddly mechanics" than who they are as "theoretical people." With 5e I see much the same thing. The kewl powers and abilities are what make the character, rather than any actual character they possess. Now, it's true that on a mechanical level old-school D&D characters often looked much the same. And it wasn't uncommon to find players who defined their characters based on their "stuff" or their "spell lists." However, in my experience, the mechanical brevity and strong archetypes actually freed you focus on the character. The difference between two 9th level fighters, for instance, was rooted in the aesthetics, personality, and choices they made. Your mileage clearly varies, but for me, I prefer fewer niddly rules-definitions and more character and narrative.
  13. Name a RPG system you can't stand.

    That can work well, and one of my favorite super-heroic archetypes are martial artists and super-soldiers... lots of MAs. These days, however, I want fewer run-time variables!
  14. Name a RPG system you can't stand.

    And, here is Ritz. Potions and Rites to follow. Edit: I removed "scabrous dogs" (his crew) in favor of "astrid" (his first mate). The crew are really more in the "hirelings" line than genuine followers. Ritzdjamar.pdf
  15. Name a RPG system you can't stand.

    I'm 99% pleased with it and I would call it a successful experiment. I agree about "old school" D&D stat blocks. They were a shorthand for information that was already in the book and common to all characters of a common type. You can't really accomplish that with Hero. You're right, I wasn't trying to replace the stat block. I just prefer characters be "elegant and succinct" with as little notation and formula as possible I also prefer the underlying design be much the same way. I am going to try to build her paramour, Ritz, next. I think the only way to do that one simply is to do his magical abilities as skills "brew potion," "read magic," and "do rituals." I will post him when he's done. Probably over the weekend. I'm having a busy week. I think Hero can handle a "less spell based magic" very easily. I find I still shy away from the D&D / high fantasy style magic system because the doom mantra of "work, work, work..." pops into my head.