While choice can slow things down. Over commingled it can be done by the gm just getting an idea from the player and making the first character.
the the players learn as they go when they get experience the can use it to learn about new rules...
While choice can slow things down. Over commingled it can be done by the gm just getting an idea from the player and making the first character.
the the players learn as they go when they get experience the can use it to learn about new rules...
GM assistance is probably really the best way to get newbies started out in Hero. Let them have an idea of the world's background, let them pick a general concept, build to that concept while making a few suggestions, and maybe make them spend the last few points on their own. After that, XP are easy to spend.
Images, only to point out the obvious...now with COSMIC POWER (©)
I understand your point. as to introducing your kids to Hero, I have had a different experience. With my daughter who's 9, she didn't find it overwhelming. But that's because of two things, one since its just her and me, its more one on one. (I can imagine having two to teach at the same time is harder) And two, (and most importantly, to me) while I gave her character options, they where limited. I have no idea why it seems taboo in this community (though not expressed by all) to dare to put limits on characters, when it teaching new people, regardless of age. Now I understand that if the player gets it, then by all means allow them more options. If it was a different game, would there be such an expectation to know all the rules first? I don't think so.
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
When I taught my kids Hero, I didn't give them any options other than which character to pick from. I had all the special abilities, including a description of the martial maneuvers, laid out for them in plain text. I also had a quick explanation of how END worked for each attack and some quick advise on how to balance END use. The idea was that we could layer a little bit more on as time went on. Sadly, other things distracted them and they never really embraced roleplaying as anything more than a replacement for Heroscape.
I agree 110% that the only way to go with new players is to limit their options. But finding and balancing those limits adds more to the GM again. And as I have said, when I am trying to put together a game, usually (not always but often) I am pushed for time. If I go into a game unprepared, especially with the caliber of some of the players I have in my game, it is not as much fun for me as I am constantly worrying about messing up the game balance by winging it. (Have done that too many times in the past three decades) So I have three factors:
1. Need for a lot of prep
2. Pressure brought on by lack of time due to other life situations
3. Two systems, one that has tons of ready made details, easy to modify, and the other almost completely devoid of pre-made modules and whose system is so wide open I have to also work harder to maintain balance.
Put those three together and simply put, D20 wins for me hands down every time.
And before anyone thinks otherwise, I LOVE the HERO system. I think it is AWESOME. If I had more time to work on it and/or there were more resources available for me to utilize, I am sure I would migrate to the system for fantasy. But for now I keep it in my bag of tools for non fantasy games only.
One last thing, I think it would work to limit the kid's choices and options when introducing them to Hero...to a point. But they are just too inquisitive and would want to go off in directions counter to those limits every time. With D20 I have the built in excuse "Those are the rules"Plus the one factor I had not mentioned is that when we play I have gotten my wife to play too and she is NOT a long time gamer, and is VERY new to ANY role playing. So keeping to what she knows and has learned has its benefits.
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I would also like to add that Killer Shrike is my Hero of HERO. If I had the time to run all the campaigns spawned in my head from reading his ideas, oy.... how many lifetimes would I spend playing? Not such a bad existence really.![]()
I choose it because of familiarity and flexibility. I first encountered Fantasy Hero with version 1. I still have it. That and the companions. I absolutely loved a system that let me craft my own spells, weapons, etc. 6E is considerably more fleshed out and having been away from gaming for so long, it has been a learning curve. But what I loved about it to begin with is still there.
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