Results 1 to 11 of 11

Thread: Experience with Narosia

  1. #1
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Experience with Narosia

    Since I couldn't find an already existant thread, I thought I'd just start my own. This afternoon, I had the pleasure of RL meeting of one of our online brethren... one Mudpyr8.. as he was running a demo of his Hero based fantasy world/system... Narosia.

    It was a well run introductory adventure with pregenerated characters. An adventure of the classic, "Heroes must find out what evil has befallen the hapless village" type of story line. Well paced and clearly well rehearsed (Mudpyr8 and his cohort had obvious experience in co-GMing and working with us noob players) that it flowed quite well for a four person party, none of us having ever met before... and three of them never having played Hero.

    While hats off to them for running a well done intro... I thought I'd make most of my comments on the two things I thought were great about the product they are creating... Narosia.

    One: They have done an admirable job of keeping much of the mechanics "invisible." While nothing is stopping experienced Hero System goobers like me from delving deeply into the "how" of the Narosia variations... the game is very easily playable in a functional way, without understanding the system at all. They have a system of "menu options" for the players who want to select characters in that manner... but nothing stops you from building from scratch if you wish to do so... just follow campaign guidelines. The beauty of this is that any conversations or considerations of metagame concepts like "campaign guidelines" are invisible to players who just want a fire magic wielding elven warrior. They can build such from a mix of packages and templates that are practically plug 'n play. This is really cool... and something I hope can be utilized in future Hero System based games.

    Two: The magic system is very slick. It is quite streamlined from the player position... allowing for various magical effects at relatively low cost in points... but the best part is that it allows for in game flexibility (improvisation) without resorting to complex VPP constructs or even klunky "variable advantage" builds. I'm sure I'm not describing it perfectly, but my base impression is that the magic system has taken all the various Advantages and Limitations that can be tacked on to powers to make them "spell like" and turned them, basically, into "Maneuvers" in a way.

    It is a rather brilliant, if fragile construction. I don't think it would scale well or be adaptable at supers levels... but for the proscribed game world, and the feel of magic they wanted to create... it is really slick.

    Essentially... without going into too much detail... base spells are bought at 1pt a piece... and never cost anything more. 2d6 Slap spell and 12d6 Fireball will both cost 1pt... but that is not the true cost of the spell. The true cost comes in how easy/difficult it is to cast such a spell... and how much "essence" it will cost. Since ALL spell have the standard 1/2 DCV, Gestures, Incantations, 1/2 Phase action and requires a skill roll... everybody operates on that same basis. If you have a larger blast than someone else... it doesn't cost you in actual points... instead costing you in minuses to your roll... and increase in essence as the spell becomes more difficult to cast. IT balances quite well at the proscribed point levels of the campaign (75 point charcters to start).

    Best of all, you can advantage your powers on the fly. Have a simple fire beam spell, but suddenly need to hit multiple targets? Well, you can take Area Effect almost like a maneuver for that one action... but you just increased the essence cost proportionately... and DOUBLE the minuses you'd pay to pull off the magic skill roll. Essentially the same model as "You have minuses to hit more than one person with your punch... which a maneuver like sweep takes into account."

    It was very effective in game... and best of all, as presented to newbie players, the mechanics of how this works is quite invisible. They can just say "Wow... ten orcs? I need a bigger blast! I need to fill the room with fire!" and the GM can say, "Ok, that is AE Cone... so it doubles (+1) the essences cost, and doubles AGAIN the minuses to pull it off... so instead of 6d6 to one target at -3 to your roll... you have 6d6 to ALL targets at -12 to your roll!"

    They also have a fate/luck/chance system that is card based that encourages roll playing/story telling to allow the occasional pulling off of -12 style rolls!

    Anyway... this is just a brief spouting off by me... but I encourage anyone interested in Fantasy Hero to really give Mudpyr8's project a look see. It has a lot to offer, and IMO, really has a chance of attracting the attention of players outside the normal Hero fold.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  2. #2
    Join Date
    Nov 2003
    Posts
    6,077
    Blog Entries
    1
    Rep Power
    165105

    Re: Experience with Narosia

    That sounds interesting. I've been working on a way to simplify Hero myself - to give players an plain english version of the character sheet and keep the numbers out of the game. The large amount of numbers in the game is the biggest intimidating factor for new players.

  3. #3
    Join Date
    Feb 2004
    Age
    37
    Posts
    330
    Rep Power
    5615

    Re: Experience with Narosia

    HOw can you get more information on Narosia and its systems? The website seems quite quiet on the actual mechanics.

  4. #4
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Experience with Narosia

    Quote Originally Posted by Tywyll
    HOw can you get more information on Narosia and its systems? The website seems quite quiet on the actual mechanics.
    I'm not sure. I just experienced it as a player the first time on Sunday. You could PM Mudpyr8 on these boards... as he is one of the developers. I know they intend to create a PDF book for sale at some point. A full campaign world, magic system, etc. He's usually on these boards pretty regularly.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  5. #5
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Experience with Narosia

    Oh... here is their website... right off of Mudpyr8's sig line.

    http://www.narosia.com/
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  6. #6
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Experience with Narosia

    Quote Originally Posted by MitchellS
    It sounds like a very interesting product. I look forward to getting it when it comes out. Is it going to be available through regular distribution, or can we order it directly from the website?
    Dunno... just met the guys a few days ago. I'd hoped Mudpyr8 would drop by this thread, but no such luck, yet.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  7. #7
    Join Date
    Mar 2003
    Location
    Indianapolis
    Age
    34
    Posts
    212
    Rep Power
    56

    Re: Experience with Narosia

    I've played in 3 Narosia games to date via Gencon and am totally in agreement with the original poster's praise. In some other thread Mudpyr mentions you can request the playtest doocument and if you look on the website they have all the characters from the con games as well as the adventures I believe.

  8. #8
    Join Date
    May 2003
    Location
    Portland, OR
    Age
    29
    Posts
    730
    Rep Power
    20

    Re: Experience with Narosia

    As soon as Narosia comes out, I'm going to buy it. Not because I've played it (which I haven't), and not because I love it (how could I have any feelings for it if I haven't played it?), but to encourage DOJ to keep licensing.

    GO NAROSIA!
    I am one of those six ducks, and I DO want SunChips.

  9. #9
    Join Date
    Feb 2003
    Location
    Dexter, Michigan
    Posts
    1,727
    Rep Power
    243080

    Re: Experience with Narosia

    Wow, thank you for all the praise RDU, and Greg. That is much appreciated.

    The website is quiet about mechanics primarily because we will be publishing the product. Once it is published we will be happy to delve into the mechanics on a deeper level, if such depth is necessary.

    The goal is to essential present a setting that only requires Sidekick and makes all of the campaign settings for you. Many people may not agree with us, and that's okay, but the point is to create a simple package the people can grab a hold of and play. If they want to change the guidelines because they think it's better their way - that's fine. We wanted to set a baseline that we could create additional content for, something we could expand in a consistent manner with a cohesive world.

    I do sincerely hope this helps spawn other products like it. We feel we have created a product that will appeal to veteran and new Hero players alike.
    Legendsmiths presents: Narosia * Sea of Tears, a complete fantasy setting for the Hero System.
    ... plus a pretty good Fallout conversion as well.

  10. #10
    Join Date
    Feb 2003
    Location
    Dexter, Michigan
    Posts
    1,727
    Rep Power
    243080

    Re: Experience with Narosia

    It will be for sale in the Hero Online store, AFAIK.
    Legendsmiths presents: Narosia * Sea of Tears, a complete fantasy setting for the Hero System.
    ... plus a pretty good Fallout conversion as well.

  11. #11
    Join Date
    Feb 2003
    Age
    41
    Posts
    5,622
    Rep Power
    903709

    Re: Experience with Narosia

    Hmmm... Must get Online Money.

    Cheers

    QM
    Hero Adaptations, Conversions, & Resources
    http://www.herogames.com/forums/showthread.php?t=63848

    Hero System 3rd Party Products
    http://www.herogames.com/forums/show...Party-Products

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •