There's been a recurring suggestion that perhaps the Hero System core rules could benefit from a more concise treatment, similar to how the Hero System Basic Rulebook was done, but including the full rule set (not just the sub-set featured in Basic). I like this idea, simply because I think it would be easier to use a lot of the time. (There have also been suggestions that it might make the Hero System less intimidating to newcomers, and thereby increase the popularity of the game, though I'm personally less convinced on that score.)
Therefore, I've been giving some thought to what one might use as guiding principles for such a project. I thought I'd post my take on it, and see what ideas other folks might have. Who knows? If Hero Games ever decides to tackle such a thing, maybe these thoughts will be useful.
In no particular order...
- Don't Anticipate Confusion (aka, "It's Not a FAQ") Don't devote a bunch of words in the core rules to answering unasked questions. Explain the rule clearly, and assume readers will "get it." Will they? Not all of them, not every time. But most will, most of the time. By trying too hard to anticipate all possible questions before they're asked, you end up including a bunch of answers that many/most people would never need. By all means, use those answers somewhere, but have that be in an FAQ file or a "Hero System Companion" book or something.
- Don't Anticipate Every Possible Permutation It may seem useful in theory to include verbiage describing how, say, Clinging works if you apply Area Of Effect (personal surface - Damage Shield) to it. Trouble is, for the 99% of characters with Clinging that don't have Damage Shield on it, it's just a wasted paragraph. As with the "answering unasked questions" material, this sort of "specific game-element interaction" material can go in some companion volume instead of the core rules.
- Don't Assume Particular Special Effects Wherever possible, stick to describing what the game mechanic effects are, without offering possible game-world or SFX reasons for choosing those game effects. In other words, assume the readers understand the concept of Reasoning From Effect, and don't bother specifically noting (for example) that Animal Friendship might mean a character has "an innate bond with animals, or a mystical ability to make animals like and respect him." Maybe he does; maybe he doesn't. It doesn't matter. What matters is that the character pays 20 points, and gets the ability to gain an animal’s friendship, teach it a trick, or get it to perform some task, by succeeding with a PRE Roll at +3. Why the character has this ability, how it works for him specifically, or why the animals respond... that's all SFX.
- Don't Describe What It Isn't Except in the relatively rare case where it's clearly the best way to describe something (such as with, say, Combat Luck), don't bother describing what an ability isn't or what it doesn't do. Don't assume every reader will assume it might do other things you haven't said it does. For example, you don't need to point out that Ambidexterity doesn't allow a character to make multiple attacks. You didn't say it did allow that, so there's no need to assume someone else is going to assume it does.
- Don't Assume Ill Intent Beyond brief suggestions that a particular ability can affect game balance, so proceed appropriately, the core rules don't really need to warn against the abuse, misuse, or the evils of bad or munchkinny gaming groups.
- Assume Universal "GM Discretion" Exceptions Don't bother saying -- many times, on dozens of different abilities and rules -- that something is generally a certain way, but that the GM can grant special permission to do it another way. Just say "It works this way," and have it be a universal assumption that the GM can allow anything he wants to allow, disallow anything he wants to disallow, and change anything he wants to change. If that fact is spelled out clearly enough as an axiom of the system, then we don't need to mention it over and over again in specific instances.
That's what I've thought of so far. Anyone else have any ideas?![]()




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