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Showing content with the highest reputation on 02/29/2020 in all areas

  1. 3 points
    I actually ran a savage worlds supers game (Ash vs Orcus; or Army of Darkness: Throne of Bloodstone) at 2 conventions last year and then converted it into HERO for my local group that featured the following: 1) Ash Williams (leader) 2) Peter Venkman (comic relief) 3) Hellboy (big guy) 4) John Constantine (lancer) 5) Hermione (brains) 6) Buffy (chick)
  2. 3 points

    Funny Pics II: The Revenge

  3. 3 points

    The "Nice Happy" Thread

    I've lost weight, and I'm going to finally pay off all my credit cards. Things are finally starting to look up.
  4. 3 points
    Back in the pre-4e days, the game was 80 pages (2e) focused on Supers gaming (many of those pages were sample characters, for example, and I recall a walkthrough building two Superheroes to spell out the character generation system. Let's look at 6e - 80 pages into V1, I made it to the "Languages" skill. I am one of those "whiny, lazy gamers" who no longer has a full day or two to read and digest a new rule book, and no longer has the time to play a few hours most evenings and all day for one or two days on the weekend. I am no longer very interested in learning new game systems either. Let's rephrase that: do we try to change the way the game is presented (that is, reduce both the actual and perceived work required before the game can actually begin) or do we try to change the perceptions, attitudes and time commitments of all of the potential players? I will suggest that only one of these is remotely practical. But it requires some people who are familiar with Hero to stop whining about how other gamers don't want to put in the work, and get over their laziness to design a game which will present Hero in a good light and draw in those gamers. I play a lot more Pathfinder and D&D over the past 10+ years than Hero. With the same guys I also played Hero with for many years. THEY TAKE LESS WORK TO PREPARE FOR AND PLAY, especially from the GM. No - that is why they choose to play games they can pick up and create/maintain characters for relatively quickly (which, for me at least, still includes Hero - but only because I already know the system), and for which they can get a GM. That GM selects a system for which he can find support (like an Adventure Path) so he can spend a day or two of reading to prepare for several hours of gaming, not a week or two of design work to prepare for the same several hours of gaming. That is our group defined in three lines, so I know I am not making this up. I remain uncertain what the best marketing strategy for Hero might be. I am 100% confident that a strategy of telling gamers "Hey, get off your whiny backsides and learn Hero, you lazy gamers, you" will not see Hero's market share jump. And we have heard a lot of experienced gamers suggest the more likely answers. I will summarize what I hear from this and other threads. Because they require much less investment of scarce and valuable time than Hero. Because they require much less investment of scarce and valuable time than Hero. In other words, their designers cater to the market. HELL YEAH! to both. More to the point, they want to PLAY a game, not BUILD a game. Yes, they are. First, until they learn it and play it, they do not know with confidence that it IS better than their current game. "This game is better" is hardly an objective, verifiable fact. And they do not want to investment of scarce and valuable time (are you starting to hear that message?) in an unknown commodity, much less one they have heard has a poor return on that investment (whether or not what they heard is correct). People have limited time. They would rather spend 100 hours gaming and 20 hours learning/preparing/designing than 20 hours of gaming that is TEN TIMES as fun, but requires they invest 100 hours of learning/preparing/designing. 100 FUN/20 LPD = 5:1 20*10 FUN = 200/100 LPD = 2:1 5:1 ROI is much better than 2:1 ROI. And yet you assume that it will be as easy or even easier, to change the human condition than to change the game to appeal to the human condition.
  5. 2 points
    L. Marcus

    The Last Word

    I will smite it down with my bokken.
  6. 2 points
    That's funny; I considered rewriting the part where I said D&D is not a relevant comparison because I know it actually is relevant, but more from the standpoint that it can show some of what is going wrong for "us" and what's going right for "them." As you say, we can't duplicate what "they" do. They simply have a monstrous budget, a huge market share, and the benefit of being synonymous with RPGs to most people on the outside.
  7. 2 points
    I have seen a lot of games in recent times that are essentially extended adventure packs. They use a ruleset that folk are broadly familiar with but tweaked for the game. It looks to me that the expectation is that you can be up and running quickly, there is enough in the "game" to run five or six sessions. At the end of that the GM might go on to do his own, or he might go out and buy a different game, that would also be good for five or six sessions. At a price of $50-60, this is exceptionally good value. For two nights entertainment for two people, this would be good value. As such, I reckon that kind of book would be a decent model. A full game, powered by HERO. Essentially a taster of the kind of game you "could" build yourself. This month we play Teen Titans, next month we play A Team, the month after we play Firefly. Each one, fundamentally the same system with the same gameplay (3D6, skills, damage resolution) but with differences. It is a long term way to sell product, each game has a few gaming sessions built in to utilise the game to its best effect. It provides an experience to the time poor and novelty seekers. It provides insight and example to those system masters who own the Big Blue Books... Brian's book sounds, to me, something along those lines. Doc
  8. 2 points

    I have a dream. (and MAN was it wierd!)

    My mind is trying to create the devil's menagerie this week. 2 dreams so far with monsters. 1) Evidently, I was leaving work one night. Encountered a teenage girl and 2 young siblings running from something. What was chasing them evidently some kind of living shadow got to me. It apparently wasn't satisfied with invisibility to sight. It has some kind of sonic attack it would use (got a sense it used partly from a sadistic nature) that would disorient its prey when near, so it couldn't know which direction was which or where the attack was coming from. It then put me in some kind of trance just before right when it was going to attack ( I was seeing the Vger background from ST when the Klingons were attacking for whatever reason in the trance.) Anyway right before it attacked, I got grabbed by the teenager, and at least temporarily saved. Luckily, while running for it, we encountered some gang. And the monster decided to go after them first. The first one was seemingly levitated, and then rapidly "shot" by "sonic bullets" until their bodies seemed somewhat pulverized by devoured in shadow. (which would have been me, if I was saved a fraction of a second later). By the time, it started on the 2nd one, we ran for it. Hid amongst some big rocks, where seemingly it couldn't find us with sonics until sunrise. In the dream, it was learned it was a demon summoned by a witch of some sort. 2) Went hunting with a dog, encountered something glowing behind the remains of some brick building in the woods. An 8-ft red gorilla, and it was radiating heat/fire (think Balrog*, in the LOTR movie a few years ago). It attacked, I got some burns on my chest, the dog was burned worse, but we escaped. Evidently, in the next couple of days, the National Guard was called out. Although hunting had been forbidden until it was found. I was p!ssed over the dog's injuries. So, feeling well enough (maybe determined enough) I set out to track it down. This put me at odds when encountering a squad of 6-7 of the Guard. But, the thing attacked, had a perfect shot through the scope at the skull. But, it seemed to bounce off like the "char" it had created was some kind of suit of armor. So, we all ran for it. And everytime looking back, due to it being mad, it was setting everything afire within a radius. (woke up) So, Sonic Shadow Demon and the Hell-Gorilla. *Maybe, I should have tried "you shall not pass"
  9. 2 points
    Duke Bushido

    Strange, Small Crafts

    Heh heh heh-- this is one I do myself, particularly in slightly-more-realistic fantasy: the Office of the Public Scribe. In larger communities, it may be tax funded and contain four or five employees. In more rural areas, it might cost a coin as it's just someone who could read and write and hung up a shingle (the traditional, nigh-universally understood sign across the tribes of Man is a skin scroll, in ink well, and a quill). Generally things can be written, translated, read, transcribed, and even posted or couriered if such service is available in that area. They are also recognized "official" witnesses, should such a service be required. They have a Guild, though not all who practice belong. Guild-certified Public Scribes are the best, if pricey (when not tax funded). They are each fluent in no less than four languages (two of which will be regional) and many of them know five or six. Their handwriting is flawless and precise, and where applicable all will be certified by local government as functionaries with regard to witnessing and recording any deal or transaction, and while not court officials or barristers will be familiar with any documentation laws in effect in the area they serve, and can assist in drawing up at-least-locally legal documents. Again, all for a price. I took the inspiration from telegram offices (may they rest in peace) and public notaries. You know, I've done vendors and bazzars but a food cart never occurred to me. (and my favorite Sam and Max gag is "Buck Naked; Texas Ranger.")
  10. 1 point

    Origins 2020

    Hello, I just submitted 5 game options at Origins this year. I am not a part of a group, but I will be running 5 HERO games at Origins this year (thought about mixing with Savage Worlds, but figured that it would mess up my DM brain too much). I'll post the schedule as we get closer. Champions: Evilution Unchained!: An adaptation of Pete Ruttman's 3-Act adventure for a convention setting. It's a modified "historical" game set 20 years ago. It is set in the late Dave Webb's campaign city of Metro City, which replaces the San Francisco Bay Area in this modified Champions Universe. The players are a team of new superheroes who are taking upon the mantle of the Protectors, the city's legendary super-team. It's been 5 years since a devastating earthquake (some say it was the work of supervillains, others terrorists, others aliens, others mother nature, and others demons) that wrecked the city, along with a devastating nearly-simultaneous attack by Dr. Destroyer. The Protectors also suffered badly, and its surviving members recruited the PCs to take the place of the fallen and those in mourning. It is now the year 2000: the new millennium. The players have been tasked with solving a series of high-profile kidnappings plaguing Metro City. The heroes must discover a horrific plot that threatens the entire city or risk the rise of a fresh batch of super-villains. HERO 6th Edition: Star Wars Vs Alien Vs Predator: Set between the events of the fall of the Old Republic and Episode IV: A New Hope, with the addition of two of the deadliest monsters in the Sci-Fi/Horror pantheon. The players play a group of Rebels that have crashed-landed on a planet on the edge of the galaxy. They need to repair their ship or find a new one in a barren place without a spaceport. Worse, Xenomorphs have infested the place and the Yautja have decided to make it their hunting ground. Can the players escape or are they doomed? Kazei 5: More Human Than Human: Set in Michael Surbrook's anime cyberpunk setting, the players are a group of freelancers who work as deniable assets for the best-paying client. Their job starts simple: extract a scientist from a corporate facility. Unfortunately- there's a twist to this job- they have to rescue his daughter too. And then there's the little problem of a rogue Artificial Intelligence. No big deal for a group of experienced mercenaries, right? Ninja/Martial HERO: World King of the Ring Tournament: The world's best martial artists have been invited to a secret, yet legendary tournament in Hawaii (this time around). The winner gets fame, fortune, and power; and the losers are lucky to survive. (note: I used the Ninja HERO notation for the game as Ninja is more instantly recognizable in this era than Martial for Martial Arts).
  11. 1 point

    Supers Image game

    Black Diamond Angel Reece was a professional bodybuilder and fitness model who was hyper competitive and no stranger to dosing to get an edge. She decided to take things to the next level by taking a Superhuman Growth Hormone synthesized from the blood of the superhero Barrage. The SGH worked all too well as it reacted to her genetics to drastically change her size and mass virtually overnight as well as granting her superstrength and steel hard skin. She was immediately banned from competition and decided to become muscle for hire. She ended up being the bodyguard and enforcer for Tommy "Tango" Scarlotti of the Scarlotti crime family. It was a good arrangement until Tommy made a pass at Reece and she sent him through two walls of his penthouse apartment. She now has a contract on her head by Tommy's father "Saint" Vincent Scarlotti. She still works for hire but has considered the idea of joining a hero team to give her some safety in numbers.
  12. 1 point
    L. Marcus

    The Academics Thread

  13. 1 point
    Nathan Gorman of Ohio. She put Black Widow spiders in his underwear drawer for several months as a result. Consequently he got 'caught in his zipper'. It's always funny.
  14. 1 point
    death tribble

    Create a Hero Theme Team!

    Sgt. Williams was feeling frustrated. The whole exercise had been a waste of time really. The police department had been conducting an exercise to show how they could handle supervillain attacks and incursions and it had not worked out at all well. As he gathered the troops (as he called them) into the buses and cars he and his colleagues noticed the explosions from close by and then raced to the rescue. Williams was wearing the new armoured suits from Teasdale Armstrong called Tactical Armour referred to as TATA and he and his colleagues who had been wearing it went into action when they arrived at the outskirts of Jackson Industries. The situation was bad with all sorts of flying people firing at each other and panicked civilians running here and there. While Sgt Williams and his colleagues waded into the action, the ordinary officers began to shepherd people to safety while SWAT took up firing positions. The police followed a simple procedure. If anyone fired on a civilian or them, they were a legitimate target. This worked well in the confused circumstances as it became apparent that there were at least two different sets of supervillains flying or wandering around. Both however shot at the police which made things easier for all concerned. Williams wandered around the complex putting himself in the way to let people escape. His version of the armour had energy projection weaponry as opposed to others which had solid projectiles. The armour also had the police markings for the city on it which did make it a better target but also drew heat away from the normal populace. This was useful when Williams stepped into the way as Hawkesmythe tried to gun down several women. As bullets bounced off the armour, the villain changed to a different form of ammunition. It damaged the armour but did not disable it and forced the gunman to retreat. The TATA wearers entered the complex and helped people out and helped shepherd them to safety. While.Teasdale Armstrong were disappointed by the exercise they were delighted by the performance of the armour under real conditions and how it stood up to real world damage. Consequently they have continued their support for TATA and it's use by the Philadelphia Police Force. They have also ensured that the correct support and training is available for the armour. Sgt Williams continues to operate and train people how to use the armour in the city.
  15. 1 point

    The Last Word

    * Cancer suggests to L. Marcus that he hit Bazza with the bokken preemptively, that is, now and whenever it is convenient for him -- that'll take care of the "sooner" part *
  16. 1 point

    The Last Word

    Greatly appreciated, L. Marcus. You're a stand-up guy.
  17. 1 point
    One weird thing about Killing Attacks is that in the comics, the opponents most likely to use straight-up Killing Attacks are bad guys with guns, and maybe killer robots... which are some of the least likely opponents to actually kill a superhero.
  18. 1 point
    Also hit tip to Dave Mattingly for giving me the inspiration to run it. Orcus was the "big boss" with Lo Pan, Beetlejuice, and Freddy Krueger as the lesser bosses. Lo Pan was killed by Buffy, Beetlejuice and Krueger were killed by Venkman, and Orcus was killed by Hermione and Constantine combining efforts.
  19. 1 point
    Brian, I would say we can't duplicate everything they do. As you note, we can take some lessons from their success and apply that to a better approach to selling Hero. Your own comments about presence at Cons are an even easier example than a "one book game". We always crow that "all you need is one set of rules and you have everything", but D&D had built their empire on selling book after book of new rules, the opposite to the Hero approach. I can't build my own spells in D&D (or at least there are no rules for that), but there are lots of pre-fab spells, more every book, and players seem to prefer picking from the list to designing their own. Even the ones that go online looking for a spell (feat; class; race; whatever) that can "do this". Where we see "system mastery" as "I can simulate anything in reasonably game-balanced fashion", a lot of D&D players are seeking that "broken combo" - system mastery lets you pick the good choices and not get tricked into the bad ones. A very different approach, and not the style I think we want to emulate, but it sure sells.
  20. 1 point
    Yes, exactly. I mentioned the line of Powered by the Apocalypse books earlier as a fantastic model for what I'm thinking. There are so many PbtA games out there, and once someone learns one they've basically learned the formula for each game, although there are different applications of the rules for each game. You don't need to buy the Apocalypse World rules to play any of the other games, nor should you have to. But if you want to make a game that is powered by those rules, you can build it yourself based on the model, and even get the licensing to have it marketed as a PbtA game on their web site. Seems like a toolbox like HERO System could benefit from a similar approach. It actually did something like this in the '80s. It seems totally doable, and perhaps even in line with how the market is driven nowadays.
  21. 1 point
    I disagree. You are speaking from the perspective of someone who has had almost 40 years to learn the rules. I learned the 1e rules, then the tweaks of the 2e rules. Did I play like everyone else? Probably not. I recall an old Adventurers Club survey that asked about campaign norms. They had games with 12-15 DC attacks and defenses that capped out below 20. Other games had 8-10 DC attacks and defenses in the 25-30 range. These would be very different games, just with the 64-80 page 1-2e rules. I never played 3e - I don't think I even bought it. But I played right through to 4e (one of our players bought it at GenCon, much to our delight). 4e was pretty easy to learn. We already knew the rules, and we already had the dials set, so we could ignore a lot and just learn that subset of changes that affected our games. Ditto 5e and 6e. As we never used impaired or disabled rules, we never bothered to read them. Lots of other examples probably exist. But we still played less and less Hero. It takes more work to set up and run a game. And we were not faced with learning it all from scratch. We knew which parts we actually needed to learn. Yes, I am. Despite having learned those rules, not needing any more work in that regard, I am still too "lazy" to invest my scarce gaming time in designing and customizing a game instead of playing a game I can purchase, plug in and play. How much less inclined is someone who has never read the rules, does not know the basic concepts, and cannot start their game design with many of the dials pre-set in their minds? It seems like everyone replying reads what you wrote as being very different from what you think you are saying. I don''t think what you are writing conveys what you believe you are saying. When you focus on "it is not that hard, you are just being a lazy whiner" and "we need to drag them from their cave into the light by making them know the work is worth it", the phrasing sounds very different to me. Maybe those are not the comments you intend as your primary message, but they are emphatic and repeated, so they are what grabs your reader's attention, and it is what we perceive as your primary message. And, apparently, you have the time to do so. I don't think this is a "maybe".. Sales show that Hero's "build your game" model has not sold, over many years and at least two editions. It was a lot more widely bought and played back in the 1e-3e "separate games" days than in the 5e/6e "monolithic toolkit" days. 4e was initially presented as Supers, so there was a transition in that period. The reality we hear from gamers now is "wow - I opened these books, they were a huge wall of text and I have no idea how to play after investing way more time than (I think) should be needed to learn and start a new game". You can, if you already know where to set the dials to achieve that result. A gamer new to Hero does not know where to set those dials. A Game Powered by Hero does not need to identify the other possible settings for the dials. It only needs the rules needed for THIS game. Want to keep playing this game? You don't need new dials. Maybe later supplements (if this game really flies) offer occasional options to re-set a dial or two. Maybe new games use different dial settings. And, if you really want to move from "playing this game" to "modifying this game" or all the way to "making your own game", then you buy the same system that the designers of that game you've now enjoyed for a few months used to create it. But you don't have to learn the entire design system all at once. You don't even have to see that design system to play Action Hero, or any other Powered by Hero game. Where I would envision not explaining any other optional dial settings. Perhaps a document online that says "Hey, if you play Action Hero and are now looking at the 6e System as a whole, or you already know the 6e System and are looking at Action Hero, here is how we set the dials and why." But that is not "required reading" to play Action Hero. It is actually counterproductive as it makes learning Action Hero more intimidating. Strip it down to "a game". Not "a game" with half a dozen optional rules for every element of the game, ONE game. I think that the "6e/Action Hero Transition Document" would include builds for Action Hero abilities and gear, smoothing the transition. If Action Hero succeeds and people want more, then it's time to consider gear books, enemies books, modules, new character ability books, maybe new settings that change a dial or two, or new optional rules. New to Action Hero players, anyway. But they don't get the "system design" rules unless they want them, and delve into the Hero System Game Design Toolkit (yes, let's rename it to call it what it really is!
  22. 1 point
    Also for the record I not suggesting a rules lite. What I said is to have a module that tells the GM what are the specific minimal rules needed to play. You know a tool box. Does a character need Accurate Leap for example? No, not for a beginner game. FWIW we don’t use it either in our games. It’s only on some sheets cause we have that one GM if it’s an option then he’d force it. It’s an option there so that if a group wants to use it later, it’s there to be added in. Also when I brought up the D&D thing, the Youtubers weren’t talking about D&D basic. They were talking about using for your first game the bare minimum rules and characters to get you to GM and players to play.
  23. 1 point

    Funny Pics II: The Revenge

  24. 1 point

    Funny Pics II: The Revenge

  25. 1 point
    Brian you have totally missed my point. I suggested that a module or even a short adventure has already all the dials set and a note why they are set that way.
  26. 1 point

    I have a dream. (and MAN was it wierd!)

    Write those up, and I'll bet you could sell 'em as Hero adventures.
  27. 1 point
    As to System mastery, here’s two points I’d like to point out. All civil I promise! 1) I’ve seen several videos for new GMs for D&D is get the basic rules and run. If you forget a rule during play, just make something up and look it up after the game. So D&D (and mind you Afaik they are fan based not WotC) aren’t asking you to know all the tiles first nor master them. 2) I’ve been saying for awhile that just because 6e or the Completes have have more options than say 2e, you can RUN a game similar to 2e in build complexity. Yeah It should probably have a sheet that shows all the dials turned (mostly off 😜) And have a note saying that when you want to add more complexity in what area you want you can. I believe that 6e is intimidating because the notion is that you MUST know all the rules first before play. I say phooey!
  28. 1 point
    So what you're saying is "Sorry, but not sorry," followed by calling me a liar? Please get a grip, and tone down your ad hominem attacks. Or really, just don't do that at all. Please. Rather than insult you, as you keep doing to me, I'm going to assume that you are familiar with the term "system mastery," which is what I keep saying as opposed to "learn the HERO System," which is what you keep saying. Because they mean two very different things. Either you're exaggerating my position to create a straw man (you are), or you're just being obstinate and don't want to interpret what I'm trying to say in a charitable fashion (seems like you are). Please stop either or both. I'm going to assume that you learned an earlier edition of the game as most of us did. It used to be easy to learn when it was fewer than 100 pages, and could be quickly learned in one sitting and mastered in a matter of several game sessions. 6e is not that, and most people simply cannot sit down and read two volumes of rules and master them, let alone learn them quickly. I'm not exaggerating when I say that I still haven't mastered 6e. I'm competent in it, but jumping from 3e to 6e for me is like learning a different game in many, many ways. Why would I expect anyone new to the system to be able to master the rules in any short amount of time? Especially as adults with very little free time to devote to this sort of activity? Let me offer a non-hypothetical, non-exaggerated example. I've been playing GURPS for almost two years now with a group of guys who can only meet once a month. I participated pretty regularly until I got cancer a year ago and had to take a couple of sessions off while I dealt with chemotherapy. Before the first game session, I looked up GURPS online and found their 4e GURPS Lite PDF, which they offer for free and offers a wonderful overview in 32 pages. I felt ready to play the game with other players who know what they're doing and can help me along. But there are half a dozen other genre books that I need to really learn what we're doing, along with their two core rulebooks. We shifted from fantasy to Traveller at one point, so I had to read and learn several other books entirely (which I didn't). I "learned" the basic rules enough to play, but I am not even close to "knowing" the rules, let alone have any sense of mastery of them. If they told me that I had to run a game next week, I'd quit. I'm not competent enough to create a game in GURPS that is playable. I wouldn't even know how to start. And no, I'm not exaggerating and certainly am not lying. You're not an outlier here. You're on a forum with a whole lot of people who love the toolkit as well. But I think maybe it would be best not to confuse your love of the toolkit for what new people not on this forum want to, or can learn. I love the toolkit too, but I'm certainly not going to teach it all to my new players. And I certainly don't expect them to build a game in order to play it the first time. Again, that's graduate level HEROdom. I'm looking for a different model that people can learn quickly and easily in a weekend. To go back to Perhaps you have. It looks like maybe you're looking for a different discussion. This isn't a discussion about why we love building games. I love the two volumes of 6e, and I love fiddling with it on the forums here. But it's unwieldy for beginners, let alone being out of print! Champions/Fantasy HERO Complete are attempts to condense things down to manageable levels for newbies (not us), but they still aren't games yet, only rules for building games. That distinction is what this thread is about, and how a new book could be presented as a game as opposed to a set of rules for building games. For example, you're suggestion of reissuing the earlier boxed set of Champions is more along the lines of what I was thinking. I've given up on the possibility of any idea of a boxed anything, but going back to the earlier days of one-book games is in the spirit of what I'm trying to investigate here in this particular thread. The things you offered, such as some villains, some adventures, character sheets, and so on, are all in line with what I'm talking about. But I also set the parameter for what I'm looking for outside of Champions and Fantasy HERO, just for the sake of this particular thread. I like the open discussion, but please folks, let's keep it civil and try to keep it on track.
  29. 1 point
    My theory is that subversion of the upper middle class enables this kind of thievery. So long as the more affluent members of the bourgeoisie/working class identify more strongly with the Executive/Investor class, they will support and defend them against what ought to be coming to them. They may even come to believe that they are better off than their middle middle class and lower middle class brethren because they "work harder" or "work smarter" or some such meritocratic delusions. Pish tosh! In reality the 1% still won't invite you to their coolest parties, just the beat ones. And they'll give you raises just good enough to keep you "loyal". Without that (purchased) loyalty, that 1% would be extremely susceptible to turns in public sentiment. My .02. 😜
  30. 1 point
    I GM and have occasionally played in two games that use a hero/fate/whatever option. That is Amazing Adventures and BASH. AA uses fate points that can keep you from getting hit, effect the plot in a minor way as well as other stuff. BASH uses hero points and hero dice. Hero points let you spend dice to help with a success. Let's say you need just 2 more points to keep that atom bomb from going off, you can do that. Hero allows you do things like appear somewhere that would not normally appear at, add to a die roll by rolling an extra die, and my favorite, the power stunt that allows to do something unique with your one time in a creative way. The key to these mechanics contrivances is that they are finite. You don't have an unlimited number of these so they need to be used judiciously. You basically save that mechanic for the time you need it. So far it has worked out fine.
  31. 1 point

    The Academics Thread

    Sounds legit....
  32. 1 point

    Funny Pics II: The Revenge

    This is in my future
  33. 1 point
    Had a doozy last night, a pretty extensive sci-fi narrative about being on an interstellar ship captained by gruff-but-heroic Idris Elba and trying to purge a big docking bay/airlock from all these nasty little jellyfish-like alien creatures while traveling to a meetup with some more advanced species. If I could remember the events well enough I'd pitch it to a studio.
  34. 1 point
    Yup, @Chris Goodwin pretty much knows where I'm coming from. My previous post traces some of my thinking, and @Hugh Neilson does a good job of outlining the challenges I'm facing. There's plenty of evidence that the people who are already playing are going to continue to play what they prefer in the ways that they already prefer. There's also good evidence that new people aren't picking up HERO System because it's like drinking from the fire hose, and who is going to invest a year of solid study to get the system mastery that it would take to even begin to design a game that others may want to play? @Gnome BODY (important!): As for GURPS, just as few people play that these days as HERO System, although the marketing machine of Steve Jackson Games keeps it going. God help us if they release a 5th edition of GURPS, because it'd probably bury HERO System for good. But the other systems you bring up are clearly more viable these days. Fate and Fate Accelerated are very popular these days, and draw in new gamers all the time. It's funny that you mention Powered By the Apocolypse, because that's sort of the model I was thinking of when I started this thread. PBTA games are introduced so frequently, and are bought and played so consistently, that I think it stands as a good model for today's market. Each game using PBTA as the toolbox is its own game, and presents the rules in its own way, making its own assumptions about how to apply the rules, etc. PBTA has a proven track record that it can power new game generation. HERO System likes to boast that it could do such a thing, but it simply doesn't. Champions isn't a game: it's still a game genre and a toolbox of rules, but there aren't any decisions made that are required in an actual game. PBTA always has a handful of new games being played at conventions, and has a very strong online presence (from what I can tell) with a new generation of gamers who want rules-light games that can be learned and played in a weekend. My contention is that HERO System should be like that. Now, I'm with you in spirit about the Powers. That's what makes HERO System what it is. But the marketing says that we can use those Powers to build anything without actually showing us what those things could be. Unless of course you buy a genre book, a setting book, perhaps an enemies book and and equipment guide, etc. This is the exact opposite of what DOJ should be doing, yet it's been the model for almost 30 years now. It's time to rethink what the HERO System is about. And I'm rethinking things for the future by re-visiting the past games that were "one book games" in the '80s. The Powers were in the background, and sorta bled through at times in something like Justice, Inc. with the weird talents and such. But they were great applications of the HERO System without simply being a rehash of the same set of rules with a new genre spackled over them. I don't want to presume to lecture anyone on the value of the game, or the history of HERO System or anything like that. As has been pointed out, we all have our ways of playing the game. But we are experienced HERO players here, and can actually pick the rules up and make the games we want to play for ourselves. We seem to forget that new people just cannot do that yet. So we need to be able to show them how it is done. This is most definitely for players who are new to the HERO System toolbox, and we teach them by not exposing them to the toolbox. We show them a game that is complete in and of itself, presented in one book, and playable as quickly as possible. This is not going to be a superhero or fantasy genre. It just isn't. We'd have hit that market if it was going to work. So I'm imaging a game that has mass appeal, that sparks the public imagination and taps into a cultural trend. It may not be the sexiest application of the HERO System, but I think a modern adventure game based on action movies is a great inroad. We don't have to teach the Powers, but we can show how all the equipment, weapon and vehicle lists were made with the Powers, although the builds themselves should be saved for an appendix and sidebars. People who don't care, won't care no matter how much we try to teach them the powers. People who do care will have enough leads to go look up the rules themselves and build their own stuff if they want to. This is just a thought experiment for now, but hopefully not a vanity project like Champions Now is. I want it to be viable, and potentially have a convention/market/online presence. That can only happen with a complete gestalt shift for how the HERO System is presented to new players.
  35. 1 point
    Was it awesome? No. The character was competent. He was very good at what he did. Guns were never supposed to be part of what he did. But the constant failures trying to use a gun in combat became part of the game and commentary. With hero points that never would have happened. You roll the dice and take your chances and role-play the results. "I've got his gun. I'm going to shoot the other guy." "Just throw the gun at him!" "Why?" "Because you want to hit him!"
  36. 1 point
    "Amazing Grace and the theme song of Gilligan's Island are pretty much interchangeable lyrics and tune wise. Later, you will drop your guard and test this statement"
  37. 1 point

    Star Hero Miscellany

    Good to know. I was on holiday on Argos when I heard something about being only one just before lightning struck. 🙂
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