"See it's not that the Democrats are playing checkers and the Republicans are playing chess, it's that the Republicans are playing chess and the Democrats are in the nurse's office because once again they glued their balls to their thighs." - Jon Stewart
2009: Else Earth Gods of Olympus
Project 2006:
DC/Marvel Write up compilation
Project 2004:
Hero A Day Thread
"See it's not that the Democrats are playing checkers and the Republicans are playing chess, it's that the Republicans are playing chess and the Democrats are in the nurse's office because once again they glued their balls to their thighs." - Jon Stewart
2009: Else Earth Gods of Olympus
Project 2006:
DC/Marvel Write up compilation
Project 2004:
Hero A Day Thread
I agree with you about generations of the HERO System. I'd say 1E through 3E were the first generation, 4E and 5E were the second generation.
As for whether 6E will start a third generation, I think that's still an open question. I think some posters think Steve is likely to make way more changes (including way more radical changes) than I think he's likely to make. (Or, perhaps more accurately, they view some changes as radical that I see as cosmetic, like decoupling Figured Characteristics.)
But if I had to guess, I'd guess that 6E probably will, in hindsight, turn out to be the third generation. I don't think it's likely to be as radical a change from 5E as 4E was from 3E, though.
It's still a long way off. Much discussion and churning will occur before then.![]()
" Its not that there are too many fools on the Earth, its that the lightning isn't distributed properly" Mark Twain
Here's my idea of fun: a system that you can use to realise whatever game you want to play. Hey, we are a good three quarters of the way there already
There are a couple of aspects to this though; first off, are we talking about a fun game experience? If so, there are a couple of aspects to that > fun rules (that really is going to be subjective) or decent advice as to how to get the most out of the system. That is probably more objectively realiseable.
The other aspect is to make the actual RULES nmore fun, and that probably is objectively realiseable too, but will cost more. More (appropriate) art, higher quality paper; GENERALLY people will enjoy a glossier product more, and consider it more fun. Subjectively, we could change the writing style, make it more humourous, but, like I say that is far more subjective AND would probably up the page count.
So it is something of a balancing act, as always, but I think more 'How To Use Hero' advice , right up near the front of the book, is going to be the best bet at a general increase in fun.
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The Ministry of Stupid Ideas
I don't think there's a point to making HERO more like other games, M&M or BASH for instance - those games already exist, and people who prefer them are already playing them.
Bolding mine. Who are "the players"? Because for myself, and a lot of people I know, the detailed character building is half the game. If I just wanted to jump in and start smacking around killer robots and stopping bank robberies, there are lots of systems that do that. Being able to build a character in as much depth as I want - that's the point of playing HERO, at least IME.But if the players are not having fun with various aspects of character design, then you need to go after that.
This is the tricky part, because while being ineffectual isn't fun, making someone else ineffectual is a heck of a good time. It's pretty much what bricks and controllers do, isn't it? Being impervious to the agents' machine guns? Grabbing/entangling the speedster so he can't run away? Dropping a cloud of fog so the snipers can't hit anything? All about making your foes ineffectual.If players are not having fun waiting for a chance to do something, or if they are ineffectual -- those things are never fun.
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