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Thread: GM Advice in 6e

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    GM Advice in 6e

    I'd really love to see some concrete GM advice in 6e. The skimpy section in 5ER contains very little useful advice, IMO. The general advice is dated, and specific advice about how to use the monster that is HERO is pretty much non-existent.

    For general advice, I would refer Steve to [url=http://www.faterpg.com/dl/sotc-srd.html]Spirit of the Century[/quote]. It has, hands-down, some of the best general GM'ing advice ever written, all of which is totally appropriate for HERO.

    For specific advice, I'd like to see 6e take a page from recent small press games and give explicit direction as to how to make use of the system. Basically: "Okay, you've read all the rules. here's what you actually do with them to get a game going."
    "Not even in the face of Armageddon. Never compromise."
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    Re: GM Advice in 6e

    'Course, that defeats the whole "toolkit" idea. And adds text.
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    Re: GM Advice in 6e

    Quote Originally Posted by buzz View Post
    the monster that is HERO
    ...would that be me?
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    "Ha, loser. A true tactician doesn't know WHAT the hell he's doing until he's halfway done with it." -- Quint, MS Paint Masterpieces
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    Re: GM Advice in 6e

    Quote Originally Posted by buzz View Post
    I'd really love to see some concrete GM advice in 6e. The skimpy section in 5ER contains very little useful advice, IMO. The general advice is dated, and specific advice about how to use the monster that is HERO is pretty much non-existent.

    For general advice, I would refer Steve to [url=http://www.faterpg.com/dl/sotc-srd.html]Spirit of the Century. It has, hands-down, some of the best general GM'ing advice ever written, all of which is totally appropriate for HERO.

    For specific advice, I'd like to see 6e take a page from recent small press games and give explicit direction as to how to make use of the system. Basically: "Okay, you've read all the rules. here's what you actually do with them to get a game going."
    As has been stated before, GM advice is reserved for teh genre books precisely because HERO can be used to simulate just about anything. Given that the main book is genre neutral it doesn't lend itself to haveing a large GM advice section.
    This space awaiting witty comment.

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    Re: GM Advice in 6e

    Quote Originally Posted by Enforcer84 View Post
    'Course, that defeats the whole "toolkit" idea. And adds text.
    I don't see how useful GM guidance is antithetical to HERO being a toolkit. The hypothetical Champs MMORPG player draw to HERO for the first time is going to be totally lost if you assume they just know what they ought to be doing with the system. IMO.
    "Not even in the face of Armageddon. Never compromise."
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    Re: GM Advice in 6e

    Quote Originally Posted by Diamond Spear View Post
    As has been stated before, GM advice is reserved for teh genre books precisely because HERO can be used to simulate just about anything. Given that the main book is genre neutral it doesn't lend itself to haveing a large GM advice section.
    It doesn't have to be large. I just want something more useful than "Ignore rules that you don't like" and "Don't take any lip from rules lawyers."
    "Not even in the face of Armageddon. Never compromise."
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    Re: GM Advice in 6e

    I fully agree with buzz here. I don't think the core rulebook needs to have a 'What Is Roleplaying?' section anymore than it needs a section on how to handle standard GM issues such as too much joking at the table or whatever but, as a newcomer to HERO, I often found myself saying, 'Well, this is all very neat but... uh, how does one really use it?' HERO is great at telling you what you can do but it offers no advice on how to do things efficiently.

    With most other games, learning the rules is enough to play but using HERO is actually a skill that takes some time to cultivate. I'd like to see this addressed in the core rulebook.
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    Re: GM Advice in 6e

    Hero is a system people generally learn from emulation and oral tradition. Its a game people are introduced to and taught. There are people who pick up the book and go from scratch, but they tend to be the minority (as a strong impression on my part). And even then, once they have been introduced to it, they start trying to figure out the rules from the book and, quite frankly, hero has a massive learning curve. It really does need examples and advice for adjudicating and applying the mechanics in the rulebook. Sure, there are savants who just "get it" (and a lot of them become insta-gamemasters), but for a lot of people its a bear. I think having the first part of the book be a hard-edges mechanics section, and then having sections with examples and advice that follow needs to happen. The text in the current version can be cleaned up and tightened, but chopping what amount to essential sections of the book isn't going to be good for bringing people to the system. I do think it can stand a serious reorganization, but the information still needs to be there. Usually the people who think it doesn't are the ones whove been playing the game for a decade of more. Well, of course they (we) don't need it... but what about the poor bastard who hasn't ever experienced hero before?
    Nihil tam absurde dici potest, quod non dicatur ab aliquo philosophorum.

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    Re: GM Advice in 6e

    Something as simple as having the running examples throughout the book essentially tell a "story" of a group of players getting to know the game would be very useful, IMO.
    "Not even in the face of Armageddon. Never compromise."
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    Re: GM Advice in 6e

    Quote Originally Posted by Von D-Man View Post
    Hero is a system people generally learn from emulation and oral tradition. Its a game people are introduced to and taught. There are people who pick up the book and go from scratch, but they tend to be the minority (as a strong impression on my part). And even then, once they have been introduced to it, they start trying to figure out the rules from the book and, quite frankly, hero has a massive learning curve. It really does need examples and advice for adjudicating and applying the mechanics in the rulebook. Sure, there are savants who just "get it" (and a lot of them become insta-gamemasters), but for a lot of people its a bear. I think having the first part of the book be a hard-edges mechanics section, and then having sections with examples and advice that follow needs to happen. The text in the current version can be cleaned up and tightened, but chopping what amount to essential sections of the book isn't going to be good for bringing people to the system. I do think it can stand a serious reorganization, but the information still needs to be there. Usually the people who think it doesn't are the ones whove been playing the game for a decade of more. Well, of course they (we) don't need it... but what about the poor bastard who hasn't ever experienced hero before?
    I agree with this. Advice and/or general insights on how the system is supposed to work and how to apply it would be worthwhile. (To my mind, that usually seems to be labeled "Designer's Notes" rather than "GM Advice" but I'm not sure where I get that from). There should certainly be examples of a few typical heroes/villains, powers, devices, etc. - but I assume a lot of that would be in the mechanics text, like it is now, both in the body and in sidebars.
    Disobedience is mandatory!
    "Ha, loser. A true tactician doesn't know WHAT the hell he's doing until he's halfway done with it." -- Quint, MS Paint Masterpieces
    Without faith, reason cannot be whole, but faith without reason cannot be human. -- Joseph Cardinal Ratzinger, Truth and Tolerance
    Storyteller/Tactician http://quizfarm.com/quiz_repository/Fashion/9166/
    Storyteller 92%, Tactician 92%, Specialist 67%, Power Gamer 58%, Method Actor 58%, Butt-Kicker 50%, Casual Gamer 25%

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    Re: GM Advice in 6e

    A step-by-step "So, you want to start a HERO campaign..." section would be awesome.
    "Not even in the face of Armageddon. Never compromise."
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    Re: GM Advice in 6e

    I wrote a rpg once, when I was bored. Here's the first page. I think it says it all.

    PowerPlay: The Introduction


    Welcome to a new kind of role playing game. One that I wrote.

    A few words on Pronouns

    Throughout this book I will be mixing my pronouns in an apparently random manner. In fact it is done extremely carefully in order to confuse and annoy you. No prejudice is intended. Except against the reader which, I hope, goes without saying.


    What is ‘role playing’ then? Eh?


    You know perfectly well what it is or you would not have bought the book. If you really don’t know pick up some other ‘role playing’ book and read the first few pages. Me, I’ve got better things to do. To be honest you look like you live in a fantasy world anyway. It is reality you don’t understand.

    What is ‘reality’?


    You are either asking because you are deeply sad or an existentialist philosopher who is in the wrong section of the book store or you are deliberately trying to hack me off. Whichever, there is a punch in the mouth in the post.

    How to use this book


    You can read can’t you? You can read? OK read it. It is a book. That is what you do with books. Good grief do I have to explain everything?

    Are you still here?


    Go away for goodness sake. Read the book, play the game, get a life, whatever. Stop bugging me.

    Credits


    Me.

    Me, me, me, me, me.

    Me.

    Go away


    Go away. Now.

    So, I'd cut down on the whole 'What is a rpg' thing, but some specific advice as to how to USE Hero (as opposed to how to roleplay, run games, be a most excellent player, etc) would be very useful.

    Something I've always felt could have usefully been included is a section on 'Hero Philosophy': what were the motivating factors in making particular decisions in Hero, what a different approach may yield and why certain decisions were made - it would lay bare some of the bones and make manipulation of the system at a far more fundamental level more practical.
    ________________________________________

    The Ministry of Stupid Ideas

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    Re: GM Advice in 6e

    Personally, I don't think this is a good method.

    1) The size of the 5E and 5ER is so daunting, that new players are loath to pickup the book. HERO's reputation (14-) as a "complex do anything" game system also works to it's disadvantage (15 points).

    2) While more experienced players and GMs will want rules clarafications, the vast majority who would buy 5E and 5ER do not need samples and examples.

    3) I think lately more people pickup the smaller game titles like Battlestar Galactica, Buffy/Angel game systems, etc. because they appear to be small quick to learn games rather than they are better or worse than hero.

    4) A lot of what the supplements are today, would have been major articles in Adventurer's Club but collected and organized. IMHO, I think this has led to the demise of the company gaming magazine like Dragon and Adventurer's Club.

    My solution to the problem will sound kind of strange especially to the HERO guys, so please continue reading to the end.

    A) Assume that people who buy the core 6th Ed rule book, have already mastered HERO basics. They understand at or on a level equivalent to the target audience of the supplements today. It should explain mechanics, give samples, and answer questions but it should not explain role playing, GM-ing, or how to setup the campaign.
    2) Continue to do the supplements but emphasize that this is a core rule supplement. Supplements should explain in greater depth the area of the rules, give samples, help expand the area.
    3) Create a genre books which include the basic rules to play the game like the old Danger International and Justice Inc. Don't try to make a major book this way. Leave that to a genre supplement. Only include the basics.

    Here's the kicker though, in the genre and genre supplement books, include a coupon to allow the core rule book to be bought at the discount when purchased at the same time. This will allow the new GM/players to get interested in the game system first before dousing them in all the rules and possible variations.

    Example: Fantasy Hero Scenario
    a) A new player enters the Game Store and spots the 6e Fantasy Hero (13- Per Roll). She opens the book and is shown how to create a basic character (buying stats, skills). It includes a group of basic manuevers for fighters and a few basic spells for magicians/clerics. She isn't certain about buying the big thick 6e book, but the 6e Fantasy Hero book is about her speed.
    b) The players and GM get hooked on 6e. They begin buying the supplements. Like a genre supplement for fantasy hero spells or fighter martial manuevers and weapons, maybe even a campaign setting document. Having been hooked and noting the discount, she buys the core rule book.
    c) She will soon want to run a completely divergent Fantasy Hero campaign. Maybe one with spell powered starships or pretty magical girls. She can use the core rulebook to modify the game and she may buy core rule supplements for vehicles, new worlds, etc.

    By creating a simplified system for a target genre, you increase more players to HERO. Advancements after seeing the power of the HERO system will get people to buy the Core rules.

    The big question comes from the Comic book segment. This is because comics cover a broad range of powers, settings, abilities. For Champions, keep it simple. Include the basics like in Sidekick, include basic vehicles(cop car, sports car, van, motorcycle, helicopter, private plane), basic weapons (a simple pistol, rifle, machine gun, shotgun, blaster), and NPCs the would meet (a cop, a scientist, a reporter, a thug, a agent or two). Something like this would only be about 25%-50% larger than Sidekick is now.

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    Re: GM Advice in 6e

    That's how Hero genre books used to be presented: rules+genre.

    The company moved away from that because ther4e was a a lot of redundancy in buying the genre books.

    I think Hero is flexible enough to create 'Hero Lite' (hateful term, but you know what I mean) books that include some genre stuff and enough rules to play it (let's face it, you could get the Hero system rules, in basic form, in about 4 pages). The biggest bit of any of the Hero books has always been character creation. It might really pay dividends to have alternative character generation rules. Let's kick back here and look at other systems: level based character classes, character archetypes, improved templates. You don't have to let people create ANYTHING thay want to give satisfaction, and Hero can handle it, whatever 'it' might be.
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    Re: GM Advice in 6e

    Adding a running sidebar on using the rules to create and run a game would be a good thing, provided the rules were ordered logically in regards to that goal. Or make it an appendix. I'd actually favor two sets of examples, one Heroic and one Superheroic, to highlight the choices typically made for each.

    This could also be boiled down to a split page at the end of each section, with the left side being one genre and the right side being the other. (Or a two page spread.)

    After all, how many times have people who just picked up the game without any system mentor come to the forums and been helped by just such blow by blow examples? I know I've personally done a few for character creation and combat, and folks seem to like them. "Seeing" the system in action can really help clarify things for new players, and I think attracting new players to the system is certainly a good goal.
    Quis custodiet ipsos custodes?


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