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How do you Hero GMs prepare for new campaigns?


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My first post, coming back to Hero System since fifth edition first came out, and in coming back to Hero System now I feel like I'm new all over again so my question in asking how you wonderful people prepare for your own Hero System games is also a question of advice seeking in learning the system and also making the best use of the system... and I'm hoping to learn what pitfalls to avoid.

 

I want to create a fantasy setting and also a western sci-fi and I think HS will work fine.

 

Thank you in advance for any of your kind words. :)

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Re: How do you Hero GMs prepare for new campaigns?

 

As I see it the main pitfalls right out the gate are don't get hung up on the rules too quickly, and beware trying to directly convert from other games systems by making house rules, at least until you grok the underlying axioms of the system solidly.

 

That out of the way, I start by dreaming.

I dream about the kind of campaign I want to run, what kind of world I want to set it in. I scribble notes, and sketches, and maps. I ponder the supernatural, and how it works in this world. I think about what kinds of stories this world seems to lend to mind, to establish a general character level (Epic, Super, Legendary, Heroic, for me, I seldom go less except for one offs).

A key HERO axiom is designing to effect, so the better a grasp you have on the way your game world works, the easier it'll translate into game stats, and the easier it'll be getting pro-level help from the friendly folk on this 'ere board.

Step in with an esoteric rules quibble and a help thread'll derail in seconds.

Ask "How would you folk write up this idea?" and you'll get pages of responses falling over themselves to come up with the cleverest most elegant build.

 

 

 

Oh and welcome back. We have pie

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Re: How do you Hero GMs prepare for new campaigns?

 

Character Creation is the hardest part. Explain the type of Campaign/Story you want to tell. The PC's are co-creators/co-writers. Clearly set out the Character Creation Guidelines. Use the GM screen. And above all have fun. It is way we are here.

 

See my Links below for Resources.

 

 

QM

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Re: How do you Hero GMs prepare for new campaigns?

 

Good question: I am doing this right now, starting a new campaign after running the same game for 5 years.

 

I start with an idea. The last game was a pretty standard fantasy romp, based around two ideas. 1) set the game in a huge ancient ruined city, based more or less equally on Pavis from Runequest and Yana from In Yana the Touch of Undying. 2) set things up up that the players had to deal with the moral choice of whether to use potentially corrupting magic , and whether to make a deal with a Demon to do good.

 

Once I'd nailed down those two things, I built the setting and sketched out a general plot line, and only then did I start sketching out actual adventure sessions. Obviously for a game that ran regularly for 5 years, there were lots of subsidary adventures and side plots, but the whole campaign ran more or less as planned and having a good background established meant that I could run sessions on the fly when players took of fin an unexpected direction: in fact I'd guess more than 50% of sessions ran without any prep. or planning. That was a sandbox game though, where I expected the players to take off on their own plans a lot of the time.

 

I'm going back to a more structured - read railroading - game for the next campaign, since I plan to introduce time travel to this game, which means I need more control of player actions.

 

The next game will be a Victorian/Edwardian era Torchwood game - after all, this is the grand era of railroading :) So far I have the plot: a Russian noble, dispossessed by the soviet revolution, attempts to use an alien device to travel back in time and prevent both the revolution and Russia's defeat in WW1. He plans to do do this by indoctrinating two children who he knows were taken by "fairies" - two of the so-called chosen ones - who will become enormously powerful spirits. With their help, a rejuvenated Russian Imperial family can rule all of Eurasia and dominate the globe. Unfortunately - for him - he doesn't know how precisely the device works. Instead of going instantly back to the late 1890's, he end up aging in reverse, and moving back, one day at a time. He can remember what has happened but not why or how it happened, because for him, the past is actually future. The players will be agents of the Raj Torchwood office, tasked with defending the British Empire from alien threats and also collecting alien artifacts.

 

By deciding on the over-arching plot, I have already laid the groundwork for the whole campaign: the players have to learn of the plot, and then jump back in time to stop it coming to fruition - while at the same time, ensuring the bad guy gets his alien device to close the time loop off. The plot will cover a period of 20 years, from 1895 to 1915. I'm planning 20 adventures (think of them as "episodes": roughly one per year (though based on past experience, each adventure will take 1-5 gaming sessions to resolve: so we are probably looking at 3-4 years playing time). I plan only having half of them involve the actual plot: the rest will be monster-of-the-week storylines in the style of the original Torchwood series. I'm also planning mini-story arcs with a few recurrent major NPCs - each mini-story arc will be a "season" that should last about a year of playing time.

 

Just having that outline sketch in my head tells me what locations and NPCs I need to prepare, what clues I need to slip in well in advance, what my timeline needs to be in terms of material, when to introduce cameos by known NPCs from the series, etc. So far I've only done 2 1/2 adventures in detail tho'. :(

 

cheers, Mark

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Re: How do you Hero GMs prepare for new campaigns?

 

Like others, concept is the first thing I do. I usually get a tickle, often inspired by TV, video games, or fiction. I play around with it and then decide if it is where I really want to go. I have a hundred or so gaming ideas that I decided really don't have anything other than my own preconceptions going for them.

 

Once I do settle on a concept, I advertise for players. I usually try to build some sort of Dummies Guide to Nolgroth's Current Campaign Setting so that the players get an idea of what's going on. I am not always successful in that, but it is an attempt. I also try to map out the known setting. Storywise, I tend to have a vague idea of what's going on. As the campaign progresses, I refine the concept based upon PC actions and results.

 

The one thing I strictly do is lay down campaign guidelines. Some GM's don't use them, but I have found that by establishing guidelines, you know where and by how much to flex them to fit a concept. I tend to play heroic so a point or two of CV, DC, or Def can make a world of difference in actual play. Once characters are submitted, reviewed, tweaked, resubmitted, and finally approved, we game. The other aspect of having strict guidelines is that I rarely have too much work to do, coming up with bad guys. Mooks tend to be a couple of points down on CV, DC, and/or Def. Henchman are around where the PCs are. Master bad guys have between 2-5 points more in CV, DC, and/or Def. Well, for combat oriented ones anyway. I often like to utilize behind the scenes bad guys who may or may not be combat capable.

 

I have been meaning to actually sit down and write out detailed setting information for my next campaign. I've been meaning to do that for the last five or six of them too. :)

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Re: How do you Hero GMs prepare for new campaigns?

 

I'm with Nolgroth on coming up with campaign guidelines first. One thing that I learned though is that if there is a rule or power or such, try to have a couple of sample games to get the feel of it first. Its not foolproof, but it helps eliminate some surprises during game time. (Find weakness can be devestating if you allow unlimited rolls and the player is on fire! 1/8th Def anyone?)

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Re: How do you Hero GMs prepare for new campaigns?

 

Wait' date=' what?[/quote']

 

Playing with this concept should be fun. See, it's like this ... imagine you have a big wibbly, wobbly ball of timey-wimey-stuff. We're at this point in the ball, that we call the present ....

 

No, wait, somewhat simpler.

 

What the villain in this piece thinks is a time-travel device is actually a psychic time-polarity-reversing device. You can use it to travel backwards in time (sort of), but with the puny power sources available to him in 1920, the best he can arrange is short-hop time travel. Everybody else's consciousness is moving forward in time (well, unless you are a Timelord), so they get to see their body aging, effect following cause, etc. Our villain's consciousness (but not his body) is going in the opposite direction. But this travel is not synchronous. Imagine time as a stream flowing in one direction. Our villain is going "upstream" in a series of small leaps, each leap triggered by contact with his earlier time trace. So, for example, lets say he wakes up one day, in a hotel room. He assumes the room is in Brandenburg, because he remembers arriving in Vienna from Brandenburg by train tomorrow. He also remembers that he was escaping from the police, so later today, he will come in conflict with the police, during the course of an attempted robbery. But who tipped them off? He can't remember that, so presumably, he never learns it.

 

But here's the tricky bit. He knows that the police will prevent him from stealing the sanskrit scroll he wants from the museum, because he recalls that the attempt failed. And now, he can be relaxed about that because he knows that gets a copy in 1917. But , but, but but! If he doesn't try to steal the scroll today then he might alter the future enough that he doesn't get the scroll in 1917! So should he steal it and risk altering the future? He can probably do that, because he recalls what went wrong later today. The theory he learned from the scroll over the winter of 1917-18 suggests that if he does, his memories will also alter. He may already have changed the future multiple times: he just can't remember it. So the temptation is to do what he recalls led up to a positive result (getting the scroll, enabling him to use the device).

 

At the same time the ultimate future in 1920 he remembers is not the one he wants to create. Maybe if he does something different today, he will alter the future for the better? Or should he wait and make his decisive action further back in the past? The goal after all, is two children living in India's Northwestern province back in 1895, and if he obliterates his own time trail, he might lose the chance to travel in time at all...

 

Essentially he already knows - in advance - what the most crucial turning points of the early 20th century will be, because he remembers their outcomes, but the closer he gets to them, the less information is available :) He can recall the outcome of other people's actions, but doesn't recall - until they happen - what actually happened. And the greater the time distance between his recall point (when he learned something) and the time he is now, the fuzzier his memories are ...

 

So in December 1914, for example, he "remembers" the war in 1915 and what happened after the war. But he doesn't yet remember where he was in August 1914 when it started - obviously that something he didn't think enough about to leave a memory. In fact, apart from what he remembers reading in the papers, he doesn't even know how or why the war started. That gives him an interesting perspective. He can actually act freely, so it's quite possible for him to go and look it up - right now - if he wants to. He can even intervene in events. But this is 1914. He doesn't have the internet. The major details of what has happened are available to him via newspapers, with a lag time of weeks to days. He already knows that Lenin is going to become an agitator and bring about the fall of the Duma. He even knows that Lenin is in Zurich right now. But where? If he wanted to kill him, right now, Lenin is just some minor socialist theorist. The day to day details: where he is living and so on, are not important to the world at large, so it's not like right now, he can look up in the papers what he will be doing three days in the past, so that he can intercept him.

 

Is that clear?

 

cheers, Mark

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Re: How do you Hero GMs prepare for new campaigns?

 

SuperheroRPGs - I found the Tips and Advice section very useful.

http://www.superherorpgs.com/list/

 

Killershrike.com - General HERO

http://www.killershrike.com/Default.aspx?tab=3

 

Surbrook's Stuff - Hero System Source Material

http://surbrook.devermore.net/herosource/herosource.html

 

 

Check my Links below for more.

 

 

QM

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Re: How do you Hero GMs prepare for new campaigns?

 

If your player are new, make the PC's yoruself.

 

Figure out what power level you want to play on. Msot movies play on the higher powerlevels. Some heroic adventures and most SciFi with aliens could even play close the Superheroic powerlevel (it's a lot easier to build Data at 275 points then at 175).

Picking high also means they can diversify more, because the upper caps are higher.

 

Also don't pre-determine to much. It's often taht the GM when adapting something will think of "this is the way". But important characters in movies/series are more often about breaking then gameworld rules and norms, then they are about followign them:

Worf was a Klingon under humans. Data was about the only of his kind. Deana was half Betaoid.

The Dr. was a hologram. Seven had supersciense and superstrenght.

Sisko had the prophets at his side, Dax the experience of 7 Lifetimes, Bashir was Augment, etc.

The crew of the Andromeda consistet of two aliens, 3 people with genetic engineering background, 1 android and the usual "badass engineer". They literally had no "normal" person in the entire crew.

SG 1 was the elite, of the elite (the entire SG-teams), selected from several elites (the units they were pulled from). Plus a badass Jaffa.

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Re: How do you Hero GMs prepare for new campaigns?

 

Conceive a basic but solid campaign concept that is subject to change. Pitch your idea to your players. Brainstorm everything about the campaign you can think of until you have a truly solid campaign that everyone generally wants to play.

 

Once you have that, you can actually set it to a game system.

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Re: How do you Hero GMs prepare for new campaigns?

 

I am thankful for the many responses and links you guys have shared, I hope you all keep it coming because this is all such wonderful stuff. So I will give you all HUGS. :D

 

What I want to do is eventually try and write an officialcampaign book using HS but I don't have a clue which forum to look in for that or who to ask about officially using HS like this.

 

For power levels... we have Heroic and Superheroic if I am understanding correctly, how do you determine the benchmarks... and gauge how many points would be roughly right for giving to players to make characters with?

 

My fantasy is just in the initial brainstorm stage, and I know I want to blend fantasy with supers, sort of like Exalted, but not Exalted itself... That's what Exalted is for I'm thinking. My western sci-fi I'm thinking more towards Heroic scale. Sure it has aliens, and some high technology but it's fairly localized and any special abilities are simply based on the alien species... and I am changing one bit about native American mysticism (mainly that it actually works). Inspired by Cowboys and Aliens Yes, but adapted to my own vision.

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Re: How do you Hero GMs prepare for new campaigns?

 

My first post, coming back to Hero System since fifth edition first came out, and in coming back to Hero System now I feel like I'm new all over again so my question in asking how you wonderful people prepare for your own Hero System games is also a question of advice seeking in learning the system and also making the best use of the system... and I'm hoping to learn what pitfalls to avoid.

 

I want to create a fantasy setting and also a western sci-fi and I think HS will work fine.

 

Thank you in advance for any of your kind words. :)

 

For fantasy I define how I want magic to work. How does it work for Mages vs Priests. I define any limitations that spells must have to fit that vision. I then decide what fantasy races that I wish to include. I eventually make a basic world map to know where the various political players live and try to give each region a little snippet. I usually allow players to create their own spells, with strict guidelines in place. I also work out the powerlevel of the campaign. I figure out where I want the average powerlevel and the maximum for Damage Class, Combat Values, Dex, Speed, and powers(spells). Also, I list any powers that are forbidden and the ones that need my permission. Also any effects that need to have extra limitations to use (which is usually healing, to keep it's use to out of combat). I also decide what kind of adventures that I will be running (ie Dungeon crawls vs City vs Outdoor Adventures).

 

For scifi it's basically the same. I give thought to how fast FTL is. Superfast FTL like StarWars allow nearly instant travel to any world in the galaxy. Which is why ships don't have bathrooms or staterooms. I call this the "Car Model" of FTL. Everything is a short trip taking hours not days. If travel between worlds takes days, then ships will have places to sleep, bathrooms and showers. I also give thought to the Kind of FTL. This matters to how the ship operated. Also, how often and how much fuel costs is also important. I also work out what kinds of weapons people use. Whether they use StarWars Blasters, or StarTrek Phasers or even something as mundane as firearms. I always work out powerlevels like I mentioned above. I make sure there is a map that players can use to plot their travels. Also I make sure that there are at least a sentence describing any world within the PC's Ship's range or at least some sort of plot reason to go somewhere. Depends on how much plot will drive the story. Sometimes it's fun to give the PC's a bunch of choices and give them a small sandbox to play in.

 

For any campaign I try to have some kind of long term plotline in mind. Also, I work out the basic outline for the first adventure.

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Re: How do you Hero GMs prepare for new campaigns?

 

I am thankful for the many responses and links you guys have shared, I hope you all keep it coming because this is all such wonderful stuff. So I will give you all HUGS. :D

 

What I want to do is eventually try and write an officialcampaign book using HS but I don't have a clue which forum to look in for that or who to ask about officially using HS like this.

 

For power levels... we have Heroic and Superheroic if I am understanding correctly, how do you determine the benchmarks... and gauge how many points would be roughly right for giving to players to make characters with?

 

My fantasy is just in the initial brainstorm stage, and I know I want to blend fantasy with supers, sort of like Exalted, but not Exalted itself... That's what Exalted is for I'm thinking. My western sci-fi I'm thinking more towards Heroic scale. Sure it has aliens, and some high technology but it's fairly localized and any special abilities are simply based on the alien species... and I am changing one bit about native American mysticism (mainly that it actually works). Inspired by Cowboys and Aliens Yes, but adapted to my own vision.

 

for the Powerlevels There is a page in the 5e and 6e rulebooks that cover the different powerlevels. For 5e and earlier Heroic = 120-150 points total (half base/half disads) Averages: DC 5, Def/rDef 8/4r, Dex 14, Spd 3, PowerPts 30, Combat Value 6-7. Maximums DC 8, Def/rDef 16/8r, Dex 20, Spd 4, PowerPoints 30 Combat value 9. For 6e the points is 150-175 including 50pts of Complications the other values are the same. That's the powerlevel of nearly every Heroic game that I have either run or played in. Those values are easy to synthesize, just look at the Damage Class of the weapons on the weapon charts. Most weapons do from DC 2 - DC 7. Most common weapons do dc 5-6. Armors are similar in scale. Most characters running around in 3-5r Def Armors, with heavy armors being 8-10r Def.

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Re: How do you Hero GMs prepare for new campaigns?

 

For power levels... we have Heroic and Superheroic if I am understanding correctly' date=' how do you determine the benchmarks... and gauge how many points would be roughly right for giving to players to make characters with?[/quote']

We have 3 heroic powerlevels and 4+ Superheroic levels.

They each come with a set of guidelines for other values somewhat later in the book.

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Re: How do you Hero GMs prepare for new campaigns?

 

We have 3 heroic powerlevels and 4+ Superheroic levels.

They each come with a set of guidelines for other values somewhat later in the book.

 

One of the problems that I've found when starting out, was that those benchmarks aren't always helpful. Knowing a Vampire Lord's Presence doesn't really help, when there are tons of vampire novels, or other stories, over several genres, and a Vampire's presence is not necessarily the same between different stories. It's even less helpful when the genre of the game you're running isn't one known for the being referenced as the benchmark.

 

So how I do it is I sit down with the group and say: Most CVs should be between X and Y, and the maximum CV should be Z, but only for Martial maneuvers/rare attacks/etc. Then I do the same for DCs, Defenses (resistant and non), and Characteristics. Then I say the AP cap on Powers, and any other restrictions on powers. It will end up working out that everything falls within the ranges I'm looking for, but usually I err lower, especially the low end of the ranges, since they rarely hit the lowest of the range, but more often go for the higher of the range. If something looks amiss (say, an old wizard with a 20 STR, or a Sci Fi mechanic on a non-military ship with a ton of CSLs with Blaster Weapons), I'll talk it over with them. If it seems like it's valid for their background and concept, I'll accept it. If it looks like a Munchkinism attempt, I'll ask them to change it.

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Re: How do you Hero GMs prepare for new campaigns?

 

Wait' date=' what?[/quote']

 

[Marcus and Dr. Franklin have just seen 'Arthur' off]

Marcus Cole: Where my people come from, his story has great power. I'll miss him.

Dr. Stephen Franklin: Even if he wasn't Arthur?

Marcus Cole: [as Kosh appears] Now, now! Next thing you'll be saying is he's not Merlin! - Merlin was a great teacher, you know!

Dr. Stephen Franklin: I'm not hearing this.

Marcus Cole: They say he aged backwards. That was how he was able to foretell the future - by remembering it! Which means he came from the future! Maybe he had Arthur form the Round Table by remembering us! We're forming one of our own, after all. Which makes you Percival. I'm Galahad, him being sinless and all. Sheridan is Arthur. Ivanova, perhaps Gawain. I think we both know who Mordred is. So the question is - who is Morgana le Fay?

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Re: How do you Hero GMs prepare for new campaigns?

 

Good stuff. I'll toss my two cents in when I get home from work. My weird west campaign book is still sitting on the desk and well, as one of the old demo leads for Exalted I can scale that pretty easily as well for that sort of Fantasy.

 

Work time though.

 

~Rex

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Re: How do you Hero GMs prepare for new campaigns?

 

Our villain is going "upstream" in a series of small leaps, each leap triggered by contact with his earlier time trace. So, for example, lets say he wakes up one day, in a hotel room. He assumes the room is in Brandenburg, because he remembers arriving in Vienna from Brandenburg by train tomorrow. He also remembers that he was escaping from the police, so later today, he will come in conflict with the police, during the course of an attempted robbery. But who tipped them off? He can't remember that, so presumably, he never learns it.

 

Ok, now I think I understand. I wasn't reading closely enough.

 

He remembers that tomorrow he will arrive in Vienna via a train from Brandenburg, so he assumes that he is waking up in Brandenburg. He doesn't experience time backwards, constantly (that would be useless- he'd hear conversations backwards, he'd be unable to meaningfully interact with anything, etc). He jumps back in time, but each day experiences normally (that is, cause precedes effect, etc.- time moves forward), but he happens to know (remember) what WILL happen after the day is over.

 

Quiaff?

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Re: How do you Hero GMs prepare for new campaigns?

 

From my Epic City thread:

My process??? Mostly I just steal from the hard work of others. :D

 

Okay, on a more serious note... While tis true that sometimes I borrow what I need and adapt it to my campaign, I guess I had the campaign to start with...

 

Actually, I've been running (or at least mulling around in my head) some form of Champions campaign for over 25 years. I've also been a comic book freak (I'd say "fan" but my love for comic books goes beyond that) since before I could read (thanks Grandma!). In addition, like most folks here on the HERO boards, I'm a Sci-Fi/Fantasy fan and quite well read...

 

All that, in and of itself, still isn't enough... I'm also rarely satisfied with anything I consume. I'm sure many others out there can relate. When I read a book or watch a movie I'm usually very critical of the final product. Now, I'm not one of those complainers that goes out to websites and decries all the awful things about the latest movie script or book... Instead, my mind explodes with what-ifs and what-nows.. It's actually quite exhausting. :) I'm lucky though, as a gamer I can explore those what-if in my next Champions game.

 

Usually, like so many others, my game concepts start with one of those what-ifs. They're followed by day's, months, years(?) of mulling over the macro-events that would transpire within such a setting... Then, like my author friends and many, many other writers will attest to, the story begins to write itself. There begins a cascade of necessities that unveil themselves: If this happens, then that must be true...If that is true than he must be involved... and so on... Now, this is the point that many GMs drown in the flood of information.

 

It would take a really talented GM (with a ton of time on his/her hands) to take all the information of an entire world and transfer it to paper. The mere thought of trying to organize such a project leaves most GMs paralyzed by process and reaching for the nearest published campaign. :) So I don't try to resolve the whole thing... It's simply time to start a game... One adventure at a time.

 

With a firm, well thought out idea in my head and an outline of the current adventure in my hand the game begins. I guess I'm lucky in that I can quickly relate almost every action to local and global events. I like to think that makes me a great macro thinker with an excellent grasp of minutia... But, honestly, it just makes me a very, very good liar. :winkgrin:

 

I've found over the years that the adage "the best laid plans of mice and men often go awry" is absolutely true when good players are involved. So what's the good of putting everything down in ink? Just as soon as you think you've successfully crafted a narrative or an adventure those pesky players pop their ugly heads up and it's all ruined. No matter how well you plan something, "stuff" happens. So I relax and get over it, and incorporate it into my ongoing story (that resides and thrives safely inside my mind). My players have always added good things to my games!

 

Of course, certain things MUST be written down. Villains. NPCs, permanent (and especially redundant) locations and other stuff need to be available to the players... That's when I get help from others. As I've said above (or at least alluded to) I'm a macro-thinker. I rarely have the time to crank out the minutia of the day-to-day game. Fortunately, there are fantastic, ready-made things to be found in all sorts of places. Sticking to my world and epic concept (Epic City for the last 8 years) I scour the internet (especially the HERO boards), other published games and even back issues of my comicbooks for what I need. I rarely find exactly what I'm looking for but it's easy enough to sculpt those things that are close enough to my original story into exactly what I need. It still saves hours of work time.

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Re: How do you Hero GMs prepare for new campaigns?

 

Ok, now I think I understand. I wasn't reading closely enough.

 

He remembers that tomorrow he will arrive in Vienna via a train from Brandenburg, so he assumes that he is waking up in Brandenburg. He doesn't experience time backwards, constantly (that would be useless- he'd hear conversations backwards, he'd be unable to meaningfully interact with anything, etc). He jumps back in time, but each day experiences normally (that is, cause precedes effect, etc.- time moves forward), but he happens to know (remember) what WILL happen after the day is over.

 

Quiaff?

 

Ayup. Originally I liked the idea of living everything backwards, but given that at some points he'll be interacting with the PCs that would have simply too brain-mashing to make work.

 

cheers, Mark

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Re: How do you Hero GMs prepare for new campaigns?

 

Fantasy Hero Exalted

http://www.herogames.com/forums/showthread.php/7482-Fantasy-Hero-Exalted

 

Exalted HERO Coversion

http://forum.rpg.net/showthread.php?t=148203

 

Harmonius Jade, Exalted HERO by Susano

http://www.herogames.com/forums/showthread.php/15917-Exalted-Conversion-Harmonious-Jade

 

 

Hmmm...

 

 

QM

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Re: How do you Hero GMs prepare for new campaigns?

 

Western HERO Resources

http://www.herogames.com/forums/showthread.php/55990-Western-Hero-Resources

 

Horror Hero Resources

http://www.herogames.com/forums/showthread.php?p=1554773#post1554773

 

Victorian Hero Resources

http://herogames.com/forums/showthread.php?t=30759

 

 

Associated Links

 

 

QM

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