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Wow, that is a lot to absorb.


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So, I've not been terribly active here since joining the forums. That's mainly because I hadn't yet read the rules and so felt I didn't have much to contribute.

Now? Well, I'm still not done reading. I'm about 75% through Volume 2 (but past most of the major rules sections, and am reading the genre notes).

 

That is...a brain-melting amount of info to take in. But cool. No other system had me thinking of ways to use it as I read. For example, at different times in my read-through, I decided I could figure out how to create a DnD Beholder, take players into the Matrix, and start deciding how to handle spelljammer style sailing ships. I'm not yet ready to start building any of that, but the ideas were sparked. I may be able to run a game now, but I would need my rulebooks close to hand.

 

I do see now why people might not want to jump in. That was a lot to absorb, and there still plenty more to go. I know the thing looked like too much for me (and I play Star Fleet Battles!). On the outside looking in, it's intimidating as hell. But I'm glad I did. In fact, I jumped in with both feet, and have a stack of Hero books to read, with another due to arrive today, and more on order. I collect RPG's...I don't have a problem. I can quit whenever I like.

 

I'll need to start working on ideas, putting what I read into application. Things I wouldn't have thought of are in there. I mean, there are rules for hitting a MF'er with another MF'er! I sort of have an idea how I want to run magic, but I also want to talk it over with my group so we can fine tune everything.

 

All of that said: Hello! You can call me Tolen. I'm going to be hanging around, and trust me,  I have questions. Lots of questions. So many questions.

Not about mechanics, I feel I got them down pretty well, just how to do 'X' questions. I look to resurrect my treasure planet thread soon, with notes about my thought process. Just go easy on me. I'm not as young as I once was.

My first post that didn't say I needed approval first! I wondered how long it would take to get to that point.

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Welcome to HERO!

 

Sounds like you're getting past the hard part. Once you get the hang of Character and Campaign generation, it'll all be downhill.🙂

 

When you ask questions, I think you'll get more responses if you state how, you will build the ability and ask for comments than if you just ask how to build an idea. They won't all be positive comments but we're generally a helpful bunch.

Edited by Grailknight
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One thing I would advise is do not ask how to build questions in the Rules forum.  That forum is only for questions about the rules themselves.  Very few people can answer on that forum and the answers are limited to the rules.  The best place to ask for advice is either in the forum for the type of campaign or the Hero System discussion. So, if you want to know how to build a character based on a particular Superhero ask in the Champions forum.  If the question more general and could apply to multiple different setting use the Hero System Discussion forum.  

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OK three thoughts here.

 

First off, welcome to the best game in the RPG world.  The way Hero is created and presented as you noted, generates ideas and inspires builds.  

 

Second, yeah its a lot to take in all at once, which is why I recommend learning by playing a bit with an experienced GM instead of trying to swallow it all at once.  But at the same time, any game system is a huge amount to swallow all at once.  Look at the D&D rules and its host of books and imagine trying to learn all that at once from scratch!

 

Third, there is a product out by Hero that is designed to help players and GMs learn how to play Champions as a tutorial.  Its called Champions Begins and it has a multi part adventure that gradually adds rules to teach the system.

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A little more about me.

I come from DnD 5e. I have played lengthy games of every edition. I also have played a decent number of Call of Cthulhu games. I've dabbled in Shadowrun, Earthdawn, Vaesen, GURPS...and so on and so on. I used to say that if I hadn't played it, I've at least heard of it.

 

I know. I was young and stupid.

 

I am the forever GM, and even when I get a chance to play, I get the itch to DM. I also think the most entertaining setting I've played in has been Spelljammer (which is why I am planning a Spelljammer/Treasure Planet sort of game). Funnily enough, I like the _idea_ of Spelljammer, but the execution...I always change/drop so many things. I have been searching for THE system to do it, and while I normally favor dice pool games, it looks like Hero is going to be closest to what I want. Add in that I have on at least three separate occasions started writing my own rules, and using the toolbox I just bought to build what I want doesn't intimidate me at all.

 

Of course, me being willing to try a game, and my players seeing a 500+ page book just for creating characters without checking out on me is another.

I have three players. One is my wife. She will come along with me because she trusts me (she's only been playing rpg's for about three years now).

John is gung ho to try anything. I showed him Star Fleet Battles, and he won't stop asking to play it.

His wife...she's the more reticent one.

But we'll get there. I'm not rushing to get this campaign off the ground, I'm going to do my due diligence first. But for now, back to reading.

2 minutes ago, Christopher R Taylor said:

OK three thoughts here.

 

First off, welcome to the best game in the RPG world.  The way Hero is created and presented as you noted, generates ideas and inspires builds.  

 

Second, yeah its a lot to take in all at once, which is why I recommend learning by playing a bit with an experienced GM instead of trying to swallow it all at once.  But at the same time, any game system is a huge amount to swallow all at once.  Look at the D&D rules and its host of books and imagine trying to learn all that at once from scratch!

 

Third, there is a product out by Hero that is designed to help players and GMs learn how to play Champions as a tutorial.  Its called Champions Begins and it has a multi part adventure that gradually adds rules to teach the system.

Thank you!

 

I don't ever have much trouble learning a new dnd book, but I've been playing so long, its more been about seeing what is new as opposed to wholesale relearning. The thought has occurred to me that if I were as green at DnD as I am at Hero, it may well feel similar.

 

I looked at Champions Begins...The tone put me off really quick. I've not been a pimply teenage nerd comic collector in so long... I imagine it does what it sets out to do well enough, but I can't make it through much of that one.

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9 hours ago, tolen1 said:

All of that said: Hello! You can call me Tolen. I'm going to be hanging around, and trust me,  I have questions. Lots of questions. So many questions.

 

Welcome, Tolen.  We have answers. Many, many answers.  On occasion, they are even relevant to the topic of the thread we post on.  Don't hesitate to nudge us back on topic where needed.

 

It sounds like you have already grasped what I would say is the core of Hero - its strength and its weakness.

 

It's not a game. It's a system with which you build the game.  That can be invigorating or intimidating.  There's no "Quick Build: Put your best stats here and take these three options".

 

Unless you provide one.

 

Many posters here have players who don't want to read all the rules, so they discuss the character those players want and build it for them, fitting to their own campaign design. Some of those players later learn the rules and design their own characters. Others don't - they play their characters in the game world like they would play a character in any other game, made of pre-designed components. That's sometimes the way to bring the reluctant player around. Once they know that 500+ page tome isn't their problem, they can relax and get into the game.

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Quote

I looked at Champions Begins...The tone put me off really quick. I've not been a pimply teenage nerd comic collector in so long... I imagine it does what it sets out to do well enough, but I can't make it through much of that one.

 

I get that, it was written to be as light in tone and easy to read as possible for younger gamers and might not be as easy to tolerate for um, more mature folks like you and I.

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