I've been letting my Hero collection gather dust for the past few years.
Last Monday I bought fantasy Hero - 5 days now - in order to take the genre and setting building ideas.
But in the process the Hero bug has begun to bite again, as I realize most of the things that I did not like in Champions are not major issues in Fantasy Hero and other genres.![]()
Now I still own the previous two editions of Fantasy Hero, which I bought the day they came out in both cases.
The problem, is that while I have two Hero fans among my players, I also have one ex-Hero player who rejects its conventions even more than I have, and two 'if it ain't DnD or d20, why should I bother?' players.
Players who've seen the size of the core Hero book, heard how slow champions plays out, and seen the complexity of building powers or spells to do what sounds so simple - like page 145's draining cuffs or page 175's potion of giant strength or even the long pike on page 141.
Face it, Hero is intimidating. The book is so big that the first reaction non Hero players have when they see it on my library shelf is usually some expletive, followed by some comment about having to be dragged kicking and screaming to the table to touch it.
With the three examples above, they all read easy to those of us who know Hero system well, but to an outsider they scream 'overcomplex'.
So I face an uphill battle.
I know Hero can do an amazing job with fantasy, and I want to show them this. But I do not want to come across strong. If I 'rub it in their faces' I will only turn them off more. I've met many players since moving away from the Hero circle who told me tales like 'I thought about trying it, but then I met some of the people who play it'. Not that Hero players are bad people - but they have a rep for coming across as fanatics.
My players have all heard my stories of running a 12 hour real time combat (5pcs v 5npcs all at 250 Champions 3rded pts), or of an average Champions combat taking 3 to 4 hours. The two people in my group who are still amicable to Hero are players from my last Champions game - they were there and like me know it was not inexperience as like me they all started with Hero in the early to mid 80s. My ex-Hero player has her own similar stories from a seperate gaming community.
Into that, I have to convince them that trying Fantasy Hero would not bog us down at the same level, that it might even play as fast as DnD.
I have to find the features that might show it off as a better choice than DnD. I have to find a way to get them to 'learn a new RPG'.
My present strategy is to get in a one shot game. I've managed to get that on the table, so I will have a 5 hour window in which to get up that hill.
I've also started pushing, as of today, "Sidekick" - hoping I can get one of them to buy it before the damaged 50% off copies run out.
In that short time slot, and in the discussion I have with them between now and then, I have to find ways to get the Hero bug to bite enough of them to away group opinion over.
Trying to counter the negative assumptions listed above won't work, as they all come from the personal experience of members of this group (whether or not other people on this board have faced them). At best, I will be able to claim they are issues Champions has but other genres lack - such a claim will then require me 'proving it', which I'll have to do in a hostile platform where at least one person will probably be subconsciously working to see it fail, and several will come in jaded before the first die roll hits the table.
Thoughts?



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-yeah, I am now going to be working to counter my own medicine].
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