Well, real life got in the way of reviewing DH #8, but here's my take on DH #9:
<I>When We Last Left Our Heroes:</I> Very good to hear about the UNTIL Superpowers Database. As a GM, I’m sure it will provide some inspiration for my future characters.
<I>HEROglyphs (Time Manipulation):</I> While I find the Time Stop and Time Manipulation power writeups to be interesting intellectual exercises, there are some things that I think qualify as pure “plot devices.” I have to admit that, like Time Stop, this does raise some things that I didn’t consider (like the Flash Healing).
<I>You Gotta Have Character (Lord Byron):</I> Well done, though not my favorite YGHC. (That’s more a question of personal taste, not a fault of the article.) I did like the treatment and discussion of Byronic heroes. It made me think a little deeper about some characters (both in gaming and in fiction). I would recommend this article to a player who is creating that type of character.
<I>Leftover Hero (Terran Empire):</I> Since I don’t have Star Hero and have no plans on running such a campaign, I really only skimmed this. Lots of interesting info (well, duh, it is from Steve Long…) but I can’t really say how useful it will be.
<I>Hero Universe (Fantast… oops, I mean Fabulous Five, Pt. 1):</I> This promises to be an entertaining series of articles on the CU’s premier Silver Age team. I liked the homage paid to their obvious inspiration, without copying the originals (though to my mind, Diamond comes close). I’m looking forward to the next installment.
<I>Your Horoscope For: Taurus:</I> I like the thinking behind the labyrinth’s “powers.” It covered a problem with running such mazes nicely, IMO. I liked the reasoning behind the PRE as well. I would think the Lost Within the Maze should have a large AOE advantage, and the Only Works Once limitation seems to be contradicted in the text. (It is mentioned that an interruption forces the player to re-make the INT roll; this seems like the player is getting “attacked” again by the power).
On a side note, I have enjoyed the YHF series thus far, especially the fact that different articles cover different genres.
<I>Infectious Enthusiasm:</I> This looks interesting and might be fun to run as a pick-up game at a convention. The player characters are simple enough for rookie players, without being too simple. (While I think the text writeups are a bit sparse, that’s understandable considering the number of characters overall and the full adventure description. This was probably pushing the word limit already.) I hope it becomes one of the free articles, perhaps deserving a link on the HERO pages as a sample adventure for starting GMs.
There were some minor problems throughout, which detracted slightly from my enjoyment of IE. (For instance, I may be wrong but I don’t think Army soldiers get stationed at Air Force bases.) Also, the plot seemed rather simple, but it is designed for use as a one-shot convention adventure, so I guess that’s okay.
I’m assuming the two artists co-created the picture at the start of this article. (At least, it looks that way from the “BOB” and “MLS” in the picture.) Very nice!
<I>Playing the Con Game:</I> Having played members of Super Squad America in two GenCon games (I filled in as a former-cabbie wizard NPC in year four, part 2), I really enjoyed reading the thoughts behind team makeup and relations. At the time, I was impressed with the information provided to the players, especially impressions on each teammate. I also enjoyed the moral dilemma aspect of these games. This article is a very good look at what goes into a good convention game.
Side note: If you go to a convention and have a chance to play in a game run by a member of Infinite Imaginations, Inc., <B> DO IT!!!</B> My favorite Champions game <I>ever</I> was a Minuteman game run by III member Kerry Connell, and after playing ten or so III games had not had one that I didn’t enjoy immensely. And before you ask, I’m not a member of Infinite Imaginations. I could only dream of GM-ing that well.






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