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The Big Thread of Helpful Howto's


Chris Goodwin

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I thought I would make a thread here to collect threads full of helpful information.  
 
Hero In Two Pages - Complete by Narf the Mouse and Teh Bunneh

My character building technique (How to build Hero System Characters) from Tasha

How to play HERO (in two pages) by Christougher

Chargen Help Booklet Suggestion by Tassyr
 
Experiences teaching people Hero Game system by Bluesguy

  • Post #21 on that thread with discussion of tactics

How to play Hero with children? by Steve
 
Create a character for something! Walk us through it!  Lucius' post at RPG.net going through creating a character for HERO System 6e.
 
[HERO 6E] Help me streamline HERO a little bit  Another thread at RPG.net, by Claire Redfield

Surbrook's Stuff:

Feel free to respond with additional links or with helpful info; I will try to keep this post up to date (a la Question Man).

Edited by Chris Goodwin
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Some GM Tips would be good too.

 

Stuff like:

 

-Always be vague and imprecise in your descriptions; don't use absolutes.  So instead of saying "you see an empty room" say "you see a room that appears empty."  Don't say "you killed the orc" say "the orc falls down and seems to be dead."  That way, when things aren't as they seem, players don't feel tricked and you have room to maneuver for the story and entertainment.

-Be more descriptive.  Tell the players more of what they see in more dramatic terms; you are setting the scene.  If you go too far, the players will let you know but everyone will get a kick out of it.

-Ham it up.  Give the different creatures unusual voices, act out their gestures, give them dynamic, even flamboyant personalities.  Being laughed at is okay here, because your job is to entertain.

-Try to end each session with a feeling of accomplishment or movement.  Even if its a cliffhanger, make sure the players feel that they've gotten somewhere and accomplished something moving toward their goals.  Otherwise the game feels pointless and without direction, even if it is going somewhere.

-Try to give each character a chance to shine each adventure at least once.  If one character is a technician, give them a chance to solve something using their skills.

-Try to give each player a chance to have the spotlight and shine each adventure as well.  Try to key your stories and encounters in ways that they like to solve things, enjoy, and do well.

-Use rewards to encourage behavior more than punishment.  Giving extra xps for good role playing will encourage it more than penalizing people for not doing it.

-Be willing to fudge the dice if it makes everything more fun.  The purpose of the game is not to tell your story or make you feel good but for everyone to have fun.

-Learn from your players.  Their guesses, comments, and interplay will give you ideas. Remember them and work them in; they're telling you the stuff they would like to see.

-If you have to capture or defeat the characters, try to do it "off stage" so the game starts "OK you were captured by Parthian raiders and are naked in a slave cart, what do you do?" rather than playing out the miserable failure.  People hate to fail and lose in RPGs because a lot of us play to get AWAY from a life where that happens all too often.

-Be willing to bend and change.  If your story runs into a wall, change it so the players can get through it. Your perfect mystery might be great for you but maybe not the players you have.

-Always be willing to teach people how to play and learn the game.  Be a salesman for your system and game.

 

The best way to learn to GM is to sit under a good GM and see what they do, but this couldn't hurt.

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The Apocalypse World basic reference, especially the MC's section starting at page 27 in the PDF, is basically a concentrated course in how to GM, packaged into a handy distilled shot for immediate injection.  Replied rather than edited in because it's not a HERO System resource.  

 

It's also slightly not worksafe, but not blatantly so.  

 

Edit:  Superhuman, a superhero game Powered By The Apocalypse.  GM advice in this document is in pages 24-28, and might be slightly more applicable to HERO System games (especially Champions).  

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