I played Champions in the 80's when it was one paperback rulebook about 150 pages or so. It was easily my favorite game. I quit playing in college and came back to the game after many years, when people were skeptically calling for a 5th Ed. on the boards.
As I tried to get back into Champions, I found that there was a "HERO System Book" and a "Setting Book for Champions." It may sound silly now, but that really confused me. I didn't understand what it meant. It made me reticent to try it thinking that if I couldn't understand that, the rules might be confusing too. "What's a setting?" I thought. Sure now I'm an insider and it just makes sense, like using a mouse makes sense. But when I first picked up a mouse, it was weird too.
Then I saw 5th Ed. and how big it was. I balked and bought d20 and Savage Worlds instead. I didn't like d20 but we've been playing SW ever since.
About 5 or so years later, which is last month, I wanted to play supers, which in my opinion need a lot more grit than Savage Worlds currently does. After determining that the wording of Mutants and Masterminds was just too confusing for my players (even though the concepts themselves made a lot of sense), I picked up Hero's Sidekick.
I knew if I showed the group the size of 5th Ed. they would have never tried it. Sidekick impressed them though. It had all the rules we needed to run my supers setting and was not to much to learn. I have been getting people to buy it ever since and we're planning on running a 6 month campaign soon. After we know the system well enough to not need to look things up every day, we'll probably move on to 5th (or 6th) Ed.
That's one man's story, Steve. Hope it helps as you think through 6th Ed. Obviously I'm in support of a simple initial book with supplements that allow the system to be broadened. Otherwise I might have eventually tried 5th Ed., but my players never would have.






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