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Trencher

HERO Member
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Posts posted by Trencher

  1. Re: Requiem

     

    It's a tribute to thread derailment in general' date=' and thus kept on the primary forum out of a sense of sentimentality.[/quote']

    It is a cheap exuse for getting higher post count without having to contribute anything valuable.

    I think that this thread should be closed and everybody on it should have their post count cut in half.

  2. Re: Glitter Boy for 34 points- is that sick?

     

    Thanks for your answer. Sounds like they don't want you to convert their stuff to other rules than Palladium. I doubt that they are as mean that you make them out to be, but on the other hand a poster by the name Rifter is browsing this thread the same time as I am :fear: he joined jun the 24 though so it is just not somone who signed up just for this thread that is good right?

  3. Re: Clerical magic?

     

    Ah! I stand corrected. That's what happens if you learn about a religion by just talking to a random member of it' date=' who may or may not have all the data about it.[/quote']

    But that is the same thing I said. And how does those three paragraphs about ethics have anything with the reply I gave you?

    I really don't understand please explain.

  4. Re: Clerical magic?

     

    Eh.. Not speaking for any other Christian groups but us Lutherans sees the devil as the rebellious angel who for his arrogance and treason got stuck with the crappiest job in the universe. He has no power beyond what God gives him.

    I think most Christian religions have sort of the same belief that Judaism when it comes to old hoof-foot. Off course I could be wrong.

  5. Re: Glitter Boy for 34 points- is that sick?

     

    The glitter boy has extra defensive powers (however you want to define it) with the limitation of only vs lasers.

    And then a variable laser would be bought with the naked variable special effect advantage with the limitation only to counteract laser resistant armour.

    Simple and streamlined.

  6. Re: ??

     

    You guys know that there isnt any proof that the minotaur isnt a good guy here, rescuing the unconscious woman from some cruel imprisonment...

    Don't disturb me while I am holding my action.

  7. Re: The purpose of a system - academic and geeky...

     

    Being an incomplete game, not imparting a specific vision, lack of a coherent reward system. Matters of opinion, I'm just echoing, not arguing.

    Okay I understand now, I don’t think we are arguing either just making conversation.

    I think that's generally the point of most good game systems.

    Yes that is what I mean.

    The role of a hero, the consequences of choices, could be anything, really, I mean the vision of the GM and group in regard to what they see as meaningful in the game. Hero only imposes a bit, relative to many games. That's both a strength and weakness.

    Thank you for clearing that up, again we return to you thinking that the game mechanic is important to the story and I think only the intention behind being important.
  8. Re: The purpose of a system - academic and geeky...

     

    Let me ask this...how long do you think it would take to modify the system, in general? Hours? Days? Weeks?

     

    I think you'd quickly pass the threshold where it would be productive and you'd basically have another system. I've seen some people say as you, yet not one has proposed a convincing system and they all "don't have time." That sounds like a convincing argument right there.

    I know what you mean there is often people in the different forums who pop up and asks: Who want to see a iron kingdom/rifts/something else conversion? :)

    And then nothing.. :(

     

     

    Surely, one could do the setting, and I created a hybrid setting that would work "best" in both DitV and Savage Worlds (could be done in Hero almost as easily, the only difference is that with SW in this case the back-story relates back to Deadlands so there's a lot of built-in stuff and you wouldn't have to do anything to do it in SW whereas with Hero you'd have to tinker...but just tinker, if you only wanted to use the setting).

     

     

    But the issue is the values and vision of the game designer and how the players realize that and interact with it. Once you play a different game, even if the same setting, you lose the kernel of that.

    If it is not designed as a setting first and as a game second then you lose that kernel. But as I am sure you understand now I do not place much weight on the “game kernel†but rather on the setting itself.

    When I read a game setting no matter which I read it as a setting guide I see how they define normal humans and animals and such and then compare it with the monsters and heroes. I try to read between the lines and see what the setting tries to accomplish, what STORY the setting tries to accomplish. I see (the ideal) rpg’s in general as a way to step into a book and interact with it (Or is it the book that step into us? :D) rather than adding a extra role-playing aspect to a game as you described. That is what I meant with the line. And where different games lie along it. And the Hero systems function.

     

    I do think you have a great point in general re shedding the d20 influence, and have agreed throughout on that. I'm curious, though, what you mean by DEX being akin to levelling, i.e., how that is happening, and also, if you feel free to say, what supplements do you see as having that influence from D&D and why?

    Enemies books mostly, not only super heroes but also on common thugs and the like.

    The same way that a GM sometimes find that the old master character in dnd might have been impressive when the players were 1 level and he 10 but now that they are in the 20ies not so much. The same way has the speed and dex arms race show influence in Hero system, it is done for the sake of the game. Not the story the game represent. When common bandits and barbarians have dex of 14 and 15 then something is not right.

    That said I think that Hero has taken a big step in the right direction by saying that normals have 8 in all stats now. It is much better now than it was. :yes:

     

    Re D&D/d20, I basically agree that sounds about like I'd expect, at least so far as "orthodox" (following the rules as they are and nothing more) play goes. Many of the independent game designers have a special disdain for that system for these reasons...although some disdain Hero for somewhat similar reasons...

    Such as…?

     

    Anyway, though, I disagree that "Hero...is the story." I think you're half-right in that, and MAYBE you'd agree with this, Hero FORCES a person to DEVELOP a story because it is NOT A COMPLETE GAME. And not incomplete in the normal sense of many games, wherein RPGing always leaves room for players, but incomplete more in that you can't just buy 5ER or even that with Fantasy Hero and start playing. You have to make decisions and develop a setting. So Hero encourages story via the absence of a preordained one. Of course if you buy a module and a setting, then it's different, you now have a game, more or less, in that the decisions you make are now more mechanical.

    You are right in what you say off course but that is not what I where implying, I mean that the Hero system can reflect any story even a story/setting that is built around another game. You might feel that the setting loses out when it is removed from its initial game system, but I disagree there, the built-in-story-INTENT of the previous game mechanic can be preserved even though the game mechanic itself might be lost. I think that this is the point we disagree upon.

    And I think that the reason for it is that you have mainly played rpgs as hybrid of a game and story immersion. Try playing a game of talisman, mordheim or heroquest once. You see how game mechanics can be tools not only for story immersion but also for getting people to continue playing as being enjoyable in themselves.

     

    But to say Hero itself provides a story or even a context for one, I disagree. It provides a powerful and flexible set of mechanics which support heroic roleplaying in such a way that many storylines can be supported, and its core values are so limited that the system is mostly agnostic on what you can do with it. So it is a strong enabler to not just improvisational play (as most RPGs are) but it also is a strong enabler to the gaming group's own sense of values in a story.

    I agree with this I think but what do you mean about “values� In comparison to div values I mean.

     

    I know that's perhaps a fine point, but I don't think it's so fine, I think it's quite meaningful. It means that people will indeed play very different Hero games and it means that those games don't have to be about story...they can indeed be wargames or game-games (competitive events not focused on tactical or story gaming) or heavy storylines or mayn other things. Hero isn't really forcing players to play non-hack-n-slash, in fact it well supports that. It just doesn't encourage it, explicitly, and there are some system components, if you use everything, that subtly discourage it.

    I defiantly agree with this! :yes:

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