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5 hours ago, nitrosyncretic said:

As reference for Champions Now, it's really worthwhile to buy access to the Marvel Comics online and read the 60s through early 70s of Spider-Man and the FF and whatever else takes your fancy. You can also get anthologies from most libraries. Ron sees the original Champions as inspired by this era and that is indeed what he's trying to capture.

In the introduction to Situations, I believe Edwards cites the "Demon in a Bottle" storyline where Tony Stark battles the worst enemy he ever faces -- his own alcohol addiction. Stan Lee had already broken the back of the Comics Code Authority by examining drug abuse and its consequences in comics. I need to read those stories, because the panels of them I've seen are heroism.

 

A person's demons -- the things that live in their minds and souls and eat away at them little by little -- make really good Situations. But not all Situations are negative; if you and your spouse are on the same team, and both player-characters, then you draw some strength from the relationship. But it also causes problems in your lives...

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  • 2 weeks later...

My hard copy arrived yesterday, just in time for some needed reading on Mother's Day. My Mom bought me my first Champions set back in 1982, so sorta fitting. Anyway, I certainly like it after a read or two through ... still need to sit down and create some characters, etc. ("the usual"). 

 

The organization's a little odd, and like others I'd like an index. That said, I like the discussion (or lecture) as the book unfolds, and the integrations to comic history and publishing is something I'm enjoying.

 

Probably the most likely version of Champions for me to run for the foreseeable future. I think this, and the earlier Strike Force, have been my favorite Hero projects in recent memory.

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I received my hard copy in the mail yesterday. In terms of production quality, it's solid. Tight binding, sharp printing and graphics, good quality materials. 

 

I've had the PDF for  while now, of course, but it was nice to feel the paper in my hands. I'm old-school like that, I suppose.

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Hi all, new to the forums and coming on here after buying C-Now. This is my first Ron Edwards rpg so I really am not sure what I am getting into but I've always had an appreciation for Champions and Hero System. I can already tell by flipping through the first few pages that C-Now is very different than the other versions of the game. 

 

It's nice to meet you all.

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11 hours ago, IndigoDragon said:

Hi all, new to the forums and coming on here after buying C-Now. This is my first Ron Edwards rpg so I really am not sure what I am getting into but I've always had an appreciation for Champions and Hero System. I can already tell by flipping through the first few pages that C-Now is very different than the other versions of the game. 

 

It's nice to meet you all.

Nice to meet you two. As you have probably seen, Champions Now has been a very divisive release here. Ron Edwards is also was on the most polarizing figures in the industry whose theories and designs are controversial. He's been promoting them two decades and they're still controversial.

 

Introducing narritavism into the core of one of the definitive simulationist systems is naturally going to be controversial.

 

 

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2 hours ago, pawsplay said:

I'm not sure it has a narrativist bent. Ron seems to have gone all-in on the "let the dice fall where they may" aesthetic for this one.

 

Well, Ron hasn't used the term "narrativist" for more than 12 years. 

 

The dice falling where they may is a perfect partner to the "now." The concept is to establish a starting condition full of motivated and planful NPCs, let play determine how any conflicts turn out, then visit how that changes the motivations and plans of the NPCs.

 

Each now is a list of NPC cast members with their motivations and any actions they intend to take in the next session. You can read about this in the chapter called "The Now."

 

During a session, the GM plays the NPCs to follow their plans until the players get in the way. If the players don't get in the way, the NPCs just proceed uninfluenced. If the two collide, then play (including but not always dice rolls) determines  outcomes. No planned outcomes. No gifts from the GM. 

 

Then the GM creates a new Now sheet, where the NPCs adjust their attitudes and plans based on what just happened.

 

Things the GM does not do include: require a particular outcome from a conflict, require a particular course of action, set things up so only one path will work, or invent discoveries and conflict in front of the characters wherever they decide to go.

 

This evolution aims to create what Ron has termed "Story Now."

 

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