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Spence

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  1. Haha
    Spence reacted to Tjack in Western Hero 6th edition   
    All this is true but this is the thread for Western Hero, not western reality.  I don’t recall seeing in the Fantasy Hero section discussions about the alternatives for toilet paper, or that everybody’s breath stunk.
      This should be the place for debating how much of an advantage “Never runs out of bullets” should be.
  2. Haha
    Spence got a reaction from Chris Goodwin in 5th Edition Renaissance?   
    Not as much hate them as dislike that weedy taste. 
     
    Though a little dressing helps....
  3. Like
    Spence got a reaction from Chris Goodwin in 5th Edition Renaissance?   
    I don't see it exactly that way.  I haven't seen a game set in a semi-medieval setting in decades.  D&D may have kept a thin veneer, but it abandoned most of the trappings years ago.  Other games as well. 
     
     
    Greyhawk?  Absolutely, I have the original book buried in my collection somewhere.  Tuala Morn is also one of my favorite Hero Books. But it was still too lengthy to be useful in the real world.  It could have benefited from a smaller book focusing on just a slice like D&D5th did by just putting out the Swordcoast.
     
     
     
    I am actually slowly designing a small numbers high fantasy with cinematic powerful magic and combat.  Mostly because the rule-sets that claim they are "high fantasy" simply do not measure up.  I have always preferred lower level D&D games because characters and creatures above 8th to 9th level just seem lacking and the encounters have a big meh to them.  There doesn't seem to be that feel of dynamic power that should be there.  Hero based high fantasy always felt meh as well, mostly because the makers were simply porting the same things over that made D&D meh.
     
    When I think High Fantasy I am envisioning things like Goblin Slayer, Record of Lodoss War or  The Tower of Druaga: The Sword of Uruk,  where battles include unique spells combined with skillful weapons use and the PC's can and will get knocked through a wall with actual knockback. 
     
    Actual cinematic high action fantasy adventure. 
    So much fun when you are lucky enough to stumble into a game.
     
     
    Cepheus Engine?  Never heard of it. 
    Another item on my ever expanding list
     
     

     
     
     
    OK I have to object here.  You are being to pro-elf in these posts.  They are Dandelion Eaters.  Dandelion Eaters expressed with a disdain suitable to their ilk.........
     
    Just saying....
     
     
     
    And yet another item on the list
     
     
    We do seem to share a lot of ideas on what a game should be...
     
     
    Ah...Chart-Master.  I can well remember the days.  I could spend hours just reading the critical charts.  Virtually unplayable, but a real hoot to read.
     
    I actually have my copy of the 2nd Edition rulebook where they combined the GM, Player and Tech books into one.  I still use the star system and planet generation rules if i need to create one quickly.  I've even used it for the new Star Trek Adventures game from Modiphius. 
     
    Space Opera!  We played the heck out of SO in the day.  I still have the rulebooks up on my shelf. 
  4. Thanks
    Spence got a reaction from Duke Bushido in 5th Edition Renaissance?   
    Why thank you. 
    As they say, even the blind pig eventually finds an acorn. 😇
     
    For myself I prefer Hollywood Medieval because it is easiest to visualize for me.  
    I know, I know, many people think that Hollywood Medieval and Tolkien'verse are the same, but they are not. 
    The Tolkien'verse, like many of the settings out there revolve around vast cites and equally vast armies.  I prefer settings where the towns are small and 100 is considered an army.  It is perfect for allowing PC's have a significant impact without the need for Galactus level power.
     
     
    It is one of the reasons I think Narosia didn't do better.  480 pages of stuff, 8 cultures, 8 races, a buttload of vocations and so on.  All of it wrapped around jaw-breaker names specifically designed to NOT resemble anything.  If they had selected one SMALL slice (region/area) and started there with a functional small town and a mini-campaign it would have been more accessible.  Start in a region that can be described using a real world analog, and then put out additional parts before unleashing the 480 page tome. 
    We were actually BIG Traveller fans when is started.  It was actually the way they began tying everything to their specific game world setting that caused us to quit.  None setting specific adventures like Annic Nova and  the Judges Guild ones were great as fillers for when work limited our build time.  But once it basically became their campaign or nothing we moved on. 
    I
    I was never a fan of the dandelion eaters either. But then I always preferred to run a game where the party was all human.  Gasp I can just feel the outrage from some of the readers.  But I was never a big fan if all the people playing humans with pointed ears, short humans with beards and so on. 
    It was always more fun to run a game where the Elf or the Dwarf was actually an encounter of its own. That is why D&D 5th has slid so far down my acceptable as an RPG list.  They have doubled down on "races" as just ways to add cool buffs with nothing else.  The Dragonkin and Tiefling was the last straw for me, pure unabashed murderhobo. 
     
    Runequest is just as bad these days and their forums are horrid.  They actually expect new players to not only read the existing rules tome, but also the 30+ years of notes and journals that are floating around.  And god forbid you ask for a simple short synopsis on something.  
     
    Champions could use an actual campaign setting.  It has all the ingredients, well actually it has FAR TOO MANY ingredients.  But it doesn't have a campaign setting.  It has a massive number of disjointed books and a few timeline books.  But nothing that Bob the gamer can pick up and actually run a campaign. 
  5. Haha
    Spence got a reaction from Duke Bushido in 5th Edition Renaissance?   
    Not as much hate them as dislike that weedy taste. 
     
    Though a little dressing helps....
  6. Haha
    Spence reacted to Bazza in What Is the Worst Movie You've Ever Seen?   
    Maybe it would be shorter for Spence to list the good films since 2000s. 
  7. Like
    Spence reacted to assault in 5th Edition Renaissance?   
    Hmm. Possible. Since you like Norse/Celtic etc. mythology, a relatively northern setting. So, not Clark Ashton Smith's Averoigne. (Where Roman paganism blurs into the Cthulhu Mythos!)

    Cold. Brr!

    Clearly there needs to be space for monsters. A fringe area, or maybe highly corrupted. Forests, hills, swamps, ruins (but there's that Roman stuff again).

    Maybe base it on the Holy Roman Empire - lots of microstates, with at most a nominal overlord. Or more fringe still - the west of Scotland might work. Notionally part of the civilized Medieval world, but still carrying on like a bunch of Vikings.

    The Church? Hard to extract from medieval society. There probably needs to be something to take its place, even if it is de-emphasized.

    Here Be Dragons? No, that's where you are.

    Elves? Heh. Why of course: but Lucifer, not Legolas.

    It could be a "Paladins and Princesses" game, but only until the sun goes down...

     
  8. Like
    Spence got a reaction from Duke Bushido in 5th Edition Renaissance?   
    Oh, I have a copy and have read through it.  It just never grabbed me. 
     
    There was a time I spent a lot energy reading Greek and Roman myths and stories.   But they never grabbed me the way the Norse, Celtic and more northern European mythology did.
     
    I am looking to have a Heroic campaign in a faux-Medieval European setting. 
    Just a small one. 
    One where only a part of the land that the adventure is actually taking place on is made.
    The rest of the world is a big blank, nothing here, there be dragons, not developed, nor even sketched out.
     
    If a low tech, non-starship using fantasy game has a map of their entire world in the book, it has already failed as a fantasy RPG setting.
     
  9. Haha
    Spence reacted to slikmar in What Is the Worst Movie You've Ever Seen?   
    I would rank Prometheus and Green Hornet as they did above.
    Funnily, my first thought on seeing this thread was it probably can't be long enough for Spence to chime in. LOL
  10. Haha
    Spence reacted to slikmar in What Is the Worst Movie You've Ever Seen?   
    I feel that my statement yesterday was correct, now. Not enough room in this thread for Spence to list them.
  11. Thanks
    Spence reacted to Lord Liaden in 5th Edition Renaissance?   
    For fantasy of that ilk that's Hero-fied, I suggest the campaign source book, The Atlantean Age. Rather than faux-Medieval European, this setting is faux-Classical Greco-Roman in style and motifs. Characters can be true divine-blooded, superhuman demigods, and may fight near-divine monsters. The magic is literally world-shaking, and the action can be as high-powered as fantasy gets without turning into four-color superheroics.
     
    The world is greatly simplified compared to other fantasy worlds published by DOJ, with only a few major empires and cultures (albeit with some internal diversity) and few non-human races (and none of the cliche ones discussed on this thread). There are plenty of locations and events to set diverse adventures in, but if you want an overarching plot to a campaign, the conflict between Atlantis and Lemuria for global dominance can be as epic as you need.
  12. Like
    Spence reacted to Duke Bushido in 5th Edition Renaissance?   
    my personal favorite was "Arrow enters ear plunges through head, and protrudes from opposite ear.  Hearing impaired."
     
     

     
    Jim's favorite-- and I have no idea why, but hey: you like what you like, right?-- was "trips over imaginary deceased turtle and lands on weapon."
     
     
     
     
     
     
    Gonna level with you:
     
    I have mentioned before that I stripped out my game collection prior to moving where we live now.  Without exaggeration, I could have filled three or four footlockers with stuff I donated to the local game store.  Space Master and Space Opera were two of the three hardest to get rid of.  I paused briefly with 1e Gamma World and both editions of Star Frontiers, but those first two, and Cadillacs and Dinosaurs-- were really, _really_ hard to get rid of.
     
    Macho Women with Guns was a no-brainer.  Expendables had some elements that I kind of liked, but not enough to pause over.  I had no idea that Starships and Spacemen had additional editions or a fan club, or I might have held onto it.  It really wasn't bad, but by then,-- well, it was only twenty years ago-- everything we played was a variant of HERO or Traveller.  The rest were just fun reads (except for Macho Women with Guns and its companion books, and for Battlelords of the something or other.  Those were just turds clearly marketed an audience much younger than I was even when I bought them), and I had read the all I was going to, so....
     
      Superbabes wasn't bad-- no; I'm serious!-- but that title..... >shudder< 
     
     
    Anyway, despite the fact that a lot of people like to bag on Space Opera, it was fun to play, and in my own opinion, that is far more important than mathematical balance, scientifically accurate, internally-consistent, or any of the other things that you so often hear people crying out for.  I mean, if I wanted mathematical balance or scientific accuracy, I'd have invested that money in textbooks!     I bought a _game_!  I bought it to have _fun_!
     
     
  13. Haha
    Spence reacted to wcw43921 in Curse you, Internet~!   
  14. Like
    Spence reacted to Duke Bushido in 5th Edition Renaissance?   
    Yep; I get it.  People see horses and armor and BOOM!  It's Tolkien.  No; I don't have a problem with medieval or even Arthurian.  They don't excite me, mostly because... well, I think we all had that big medieval fetish for a while; I am just burned out on it, and have been for forty-odd years now. 
     
     
     
     
    Ditto.  It's one of the reasons I prefer low fantasy, and quite often "no magic" fantasy.  I mean, it exists, in theory, and part of the history of the world or something, but that's about it.
     
    Yeah; I have done high fantasy with magic-wielding characters, etc, etc....   Just not too often, as they don't appeal to me as much as they seem to appeal to other people.
     
     
     
    Here's a bit more commentary on the subject (of "too much background;" not Narosia in particular):
     
    I bought Narosia within a day or two of the announcement that "it's available now!"  I even thought "hey, I might do a review after I read it! "  I don't remember precisely when it came out, but I can tell you it's been a bit.  Narosia is still sitting here on my desk, waiting for me to find time to read it.  I wish I was kidding, but life is what it is, and that's a _lot_ of book to try to read ten pages at a time the way I can do other books. 
     
    Remember the original Greyhawk setting?  The little brownish-grey booklet about like an extra-thick original Traveller LBB?  A setting that could be devoured in under an hour, and that got thousands upon thousands of hours of play across the country?  Big difference.  My favorite published-by-HERO setting book is Tuala Morn.  As I sit here, I have to wonder how much of my appreciation for it is, as I am fond of saying, because it is different from the vast majority of fantasy settings, and how much of it is because it's the thinnest thing Steve ever wrote?   Sure; some of it might be because, as Celtic mythos fan, I had less new information to learn, but if I was coming at if for the first time, it, too, would likely be a bit overwhelming: it's pretty dense, info-wise.
     
     
     
     
    Here is an interesting thing:
     
    I have had the occasion to watch Marc Miller run a Traveller game, many, many, many moons ago (I have been to exactly three-and-a-half conventions in my entire life.  I live in a bad part of the world for them).  You know what he ran?   Classic Traveller.
     
    Classic had been through five editions already (1, 2, basic / deluxe (which were essentially the same thing; one had some extras), Starter Set, and the Traveller Book).  2300, TNE, and Mega were all out and being played.  The Imperium was already one of the most fully-developed setting ever published, and it was still growing.
     
    He totally didn't use.  Not a single bit of it.  He _barely_ used the rules.   I remember more than the game the Q and A after the game:
     
    You didn't set your game in the Imperium!
    -- I didn't want to.
     
    But it's a wonderful detailed setting!
    -- It is.  Parts of it are beautiful.  There are also parts of it I don't like at all.
     
    Why would you write something you don't like?
    -- Most of it I didn't write. 
     
    But you have always had final approval over everything!
    -- most of the Imperium was written by you guys-- the fans-- with requests and demands and ideas that ranged from the interesting to the inspired.  GDW (who, at the time, published all things Traveller) is a publishing company.  If you want to buy it, they want to publish it.  They need sales to remain valid.  Most of the Imperium was created by fan writers, and sometimes professional writers, and contributors from all over the world.  I retained final approval not because I had a setting in mind that I wanted to be perfect, but because if we were to have a setting, I wanted all of it to work together.  Things that contradicted things already established were re-worked or disallowed.  Things that were better than what came before were allowed to replace them.  I wrote the game; I was the steward of the setting.
     
    So why didn't you use it?
     
    --Traveller was never intended to be anything more than a generic system for adventures in space.  Even the idea of running a campaign of more than two or three sessions was an afterthought.  The original vision was that a group of friends could relive favorite books or movies or even create their own settings.  I never saw Traveller being tied to anything specific until you-- the fans-- started asking for just that.  This is not a complaint!  What you have-- together-- created is a beautiful world that anyone would like to visit or set a game in.  Today, I did not want to, so I didn't.
     
     
    You let them pick their careers!  Then you didn't even roll through the skills charts!
    -- I hardly used the rules at all.  Traveller is a cooperative game.  The rules do not exist as mandates.  Traveller should be fueled by cooperation and imagination.  The rules are to be consulted when one of those things fails.  There is nothing wrong with letting them guide everything, of course; that's just not how I play.
     
     
    PLEASE--  _PLEASE_ keep in mind that I am paraphrasing; there is no way that I can accurately quote something I heard once from the middle of crowded and foul-smelling conference room thirty years ago, okay?
     
    But that was the gist of it.
     
    Some years later Joss Whedon would create Firefly and say that it was loosely based on a Traveller campaign he had played once.  That's decidedly not the Third imperium. 
     
     
    I know Traveller is universal, if you want to work at it: we've used it for westerns (you have to make your own skill tables) on many, many occasions (we already knew the rules, and the lethality was second only to Boot Hill  (we didn't have Boot Hill when we did this.  When we did finally get Boot Hill-- Holy Crap!  We stuck with Traveller!  Amusingly enough, the reason most of my Traveller-on-Champions-legs group liked playing on Champions legs is because the lethality is even lower! 
     
    I just found out the other day (seriously: I'm really out of touch these days, kids, wife, jobs, aging parents-- Hell, I'll be sixty-two in a couple of weeks! ) that we weren't the only group that realized Traveller was essentially just an engine.  Apparently "The Cepheus Engine" is just the guts, pulled straight out of Traveller.  So.... cool! 
     
     
    There is an interview-- in fact, the same one I mentioned to Scott talking about artwork just a few days ago-- with the guy who was the head of DPG; it's still online somewhere, I'm sure.  At any rate, what he says about Marc and his playing style-- and what he says about the creation of the Third Imperium, as it seems that DPG was responsible for the the biggest part of it over the years-- ring true simply because they line up so well with what I heard myself from Marc with my own ears.  He goes a little further, and admits that there are some parts of the setting that Marc actively dislikes, but allows because they work with parts already established  (goes back to that "steward" thing, kind of).
     
    And as long as we're this far off topic, 
     
    let me continue with I don't use the Third Imperium much myself.  I have, a few times, just to try it out, but it's not somewhere I tend to stay.  There's a bit too much incentive to stop adventuring and start mercantile-ing.   
     
     
     
    You won't hear any from me, because I am exactly the same way: I prefer a party of all humans.  There are tons of GM-related reasons, but even then, just as fiction-- where I am _not_ in charge of finding some reason that everyone is involved-- I have always preferred parties of all-humans.
     
     
     
    Again: Ditto.  I have nothing against other races (though I do run a Traveller game (the one on Champions legs) where there are no other races); I just have a laundry list of reasons that I prefer an all-human party.  I don't _force_ that on anyone, of course; it's just a preference.
     
     
     
    Dude, if you haven't, pick up a PDF of Talislanta.  I had several of the books for years, but when I moved here, they were part of my massive culling of game stuff I hadn't used in a long time and new I was never going to use again-- I pared down to HERO, Traveller, and one solo board game.  Anyway, here's how you make a new race in Talislanta:
     
    Pick any two characteristics.  Give them both +2.
    Pick any other two characteristics.  Give them both -2.
     
    Now describe everything there is to know about his new "race" in half a page.
     
    Done.
     

     
    Best part though, is right on the cover:  NO ELVES!  (which, no lie, is the exact reason I bought it).
     
    The second or third printing change the blurb to "STILL NO ELVES!"
     
     
     
    I really, _really_ get the feeling that we should totally game together.  I really do.....
     
     
     
    Agreed.  While I haven't played since the first edition, I have kept an eye out every now and again.  Honestly, if it wasn't for the internet making it so stupidly easy, I wouldn't, but.....
     
    Though if you think that's bad, have you see what's become of Rolemaster since that weird guy "saved" it?  (Not my words: he has the rights now, and he's doing e-stuff with it, but.....
     
    It's pretty much the same thing, only with the game we loving call Roll Master.      No idea if he picked up Spacemaster or not  (sue me: I _liked_ Space Master.  I liked it better than Space Opera, honestly, but my players at the time gelled better with Space Opera, so that's the way we went.  Tried Universe once.  
     
     
    Once.
     
    I just want some rules to play a game, and a sense of flavor: I don't actually need scientifically-accurate data to go out and build an Honest-to-God universe, nor do I need enough information to mathematically understand everything there is to know about the one in which we live.   
     
     
     
     
     
     
     
    I believe that has been the thrust of several threads now.
     
     
  15. Like
    Spence reacted to Lord Liaden in 5th Edition Renaissance?   
    And just as a corollary to Duke's recommendation (which I heartily endorse), almost everything published in the past for Talislanta -- and there's a lot of it -- has been made available by the setting's creator and IP owner in PDF form for completely legal FREE download: http://talislanta.com/talislanta-library
     
    BTW a new edition of Talislanta has been announced which will be dual-statted for DnD 5E, as well as Tal's more traditional system: http://talislanta.com/
     
    And the page with the announcement proudly proclaims in big bold letters: 35 YEARS LATER... STILL NO ELVES!
  16. Thanks
    Spence got a reaction from Chris Goodwin in 5th Edition Renaissance?   
    Why thank you. 
    As they say, even the blind pig eventually finds an acorn. 😇
     
    For myself I prefer Hollywood Medieval because it is easiest to visualize for me.  
    I know, I know, many people think that Hollywood Medieval and Tolkien'verse are the same, but they are not. 
    The Tolkien'verse, like many of the settings out there revolve around vast cites and equally vast armies.  I prefer settings where the towns are small and 100 is considered an army.  It is perfect for allowing PC's have a significant impact without the need for Galactus level power.
     
     
    It is one of the reasons I think Narosia didn't do better.  480 pages of stuff, 8 cultures, 8 races, a buttload of vocations and so on.  All of it wrapped around jaw-breaker names specifically designed to NOT resemble anything.  If they had selected one SMALL slice (region/area) and started there with a functional small town and a mini-campaign it would have been more accessible.  Start in a region that can be described using a real world analog, and then put out additional parts before unleashing the 480 page tome. 
    We were actually BIG Traveller fans when is started.  It was actually the way they began tying everything to their specific game world setting that caused us to quit.  None setting specific adventures like Annic Nova and  the Judges Guild ones were great as fillers for when work limited our build time.  But once it basically became their campaign or nothing we moved on. 
    I
    I was never a fan of the dandelion eaters either. But then I always preferred to run a game where the party was all human.  Gasp I can just feel the outrage from some of the readers.  But I was never a big fan if all the people playing humans with pointed ears, short humans with beards and so on. 
    It was always more fun to run a game where the Elf or the Dwarf was actually an encounter of its own. That is why D&D 5th has slid so far down my acceptable as an RPG list.  They have doubled down on "races" as just ways to add cool buffs with nothing else.  The Dragonkin and Tiefling was the last straw for me, pure unabashed murderhobo. 
     
    Runequest is just as bad these days and their forums are horrid.  They actually expect new players to not only read the existing rules tome, but also the 30+ years of notes and journals that are floating around.  And god forbid you ask for a simple short synopsis on something.  
     
    Champions could use an actual campaign setting.  It has all the ingredients, well actually it has FAR TOO MANY ingredients.  But it doesn't have a campaign setting.  It has a massive number of disjointed books and a few timeline books.  But nothing that Bob the gamer can pick up and actually run a campaign. 
  17. Like
    Spence got a reaction from Duke Bushido in Is the D20 system really that incompatible with superhero RPGs?   
    I tried to grok M&M, both versions, but could never get past replacing damage and power effects with "conditions".  A bizzilian possible and sometimes contradictory conditions drove me away.
  18. Like
    Spence got a reaction from Scott Ruggels in 5th Edition Renaissance?   
    It had a third problem that was pretty large and one that was shared by several games/settings that never took off. 
     
    It attempted to have it world be too unique.  Games that go out of their way to be too unique requires players to STUDY the setting in order have enough information to do anything. 
     
    All I really remember of Empire of the Petal Throne was too much weirdness and too little explanation.  We went on to other games. 
     
    Tolkeins Rohirrom (sp?) can be described loosely as plains dwelling horsemen with a culture that resembles Viking/Norse/Celtic and no ships. 
     
    100% accurate? No. 
    Enough so that a new player can create a character? Yes.
     
    To play an RPG a player must have enough information to be able to create a character that fits in a setting. 
     
     
     
  19. Like
    Spence got a reaction from fdw3773 in Is the D20 system really that incompatible with superhero RPGs?   
    I tried to grok M&M, both versions, but could never get past replacing damage and power effects with "conditions".  A bizzilian possible and sometimes contradictory conditions drove me away.
  20. Like
    Spence got a reaction from Jhamin in 5th Edition Renaissance?   
    It had a third problem that was pretty large and one that was shared by several games/settings that never took off. 
     
    It attempted to have it world be too unique.  Games that go out of their way to be too unique requires players to STUDY the setting in order have enough information to do anything. 
     
    All I really remember of Empire of the Petal Throne was too much weirdness and too little explanation.  We went on to other games. 
     
    Tolkeins Rohirrom (sp?) can be described loosely as plains dwelling horsemen with a culture that resembles Viking/Norse/Celtic and no ships. 
     
    100% accurate? No. 
    Enough so that a new player can create a character? Yes.
     
    To play an RPG a player must have enough information to be able to create a character that fits in a setting. 
     
     
     
  21. Thanks
    Spence got a reaction from MrAgdesh in Overhead Stagecoach Plans   
    Just saw this.  Hmmmm...   when I get back to the house I'll look.  I think I may actually have something you can use from an old game.  I'll have to look through my computer.
  22. Like
    Spence reacted to Tasha in Portable closet (bag of holding like)   
    The first question should be what do you want that power to do. The ability to summon armor and focuses is just the limitation OIAID(Only in Alternate ID) instead of focus. It can also be a special effect for a Multipower that includes different guns. So each multipower change is just the character switching weapons in the extra dimensional space. If you want to change your clothes (ie Instant Change) that is a 1d6 Transform, Cosmetic, standard effect. (6e1 has it as an example under the Transform power IIRC).

    So this is Weapon Switching (aka Multipower) with OIAID on each slot, and a pool limitation of IIF or a common OIAID on everything.

    If there is more equipment than just the weapons that you wish to change, then you can go with a Variable Power Pool for weapons and equipment.

    Clothing is the Transform/Instant change ability.


    Don't start with something like "Extra dimensional closet"  You have to start by writing out what you want the power to do. ie I want a space where I can grab outfits, weapons, from thin air. Then you reason from THERE.
     
  23. Like
    Spence got a reaction from Grailknight in 5th Edition Renaissance?   
    Wow, this thread exploded.
     
    So a lot of repeated dead horse beating
     
    But a few items, well beaten but none the less true.
     
    In no particular order...
     
    1) In Play Character Sheets vice Full Build Character Sheets.  This is still a must.  You simply do not need all the annotation on the character sheet in play.  It is simply a wall of numbers and arcane text for the new player.
     
    2) Actual Campaigns and Adventures.  To work a campaign has to contain all of the key information required to play.  That means anything not contained in the core rulebook MUST be in the Campaign/Adventure.  If a campaign requires the purchase of yet another book in order to run it, people will pass.  A "One-Sheet" is a different animal.  The "Plot-Point" format is perfect. A supers campaign is not like a fantasy campaign (like D&D/PF) or a horror campaign (CoC).  You do not have to meet Dr Destroyer, Mechanon or Galactis in every campaign.  A character can complete multiple campaigns before they are powerful enough, and that is OK.
     
    3) Build criteria, as in point values and caps.  For a campaign or adventure this is determined by the campaign or adventure.  It is not something left to the purchaser to figure out.  Make a decision and mark it as such. Players can always ignore it.  But a player, especially a new GM needs to know so they can plan.
     
    4) Play Cards.  I have started calling play sheets this to avoid confusion with Play Character Sheets.  A Play Card has all the information needed to play the specific character on one sheet.   I  am currently tinkering on one to be laminated so a player can make quick notes. 
     
    5) From the beginning Hero has always been easy to play.  Character creation, while not difficult once you realize how it works, us completely different and almost counter intuitive to new people.  But I completely disagree that combat drags out more than other systems.  Most of the issues come from familiarity and paying attention.  If a player is actually paying attention they can immediately tell you their action.  It is why I ban devices at the table when I run.  If you want an example of a mind bogglingly complex game that is Pathfinder with its 2 million class variants and 52 volumes of stuff.  I have yet to see a PF game were every action wasn't accompanied by the player and GM flipping pages and pages and pages to verify what they were doing.  Yes, yes...I  know I your game it never happens
     
    6) Campaign Setting. Hero doesn't have one.  They have all of the ingredients, arguably too many ingredients.  But nothing organized into a format that a GM can pick up, prep and play. 
  24. Like
    Spence reacted to Duke Bushido in 5th Edition Renaissance?   
    Now that is the most thought-provoking response I have ever gotten; thank you.
     
    I say that because even though Empire's systems were a bit wierd and cumbersome, the Tekumel setting itself has been relased more than once over the years, and for more than one system.  However, it has _never_ caught traction except with a very small handful of people.
     
    For what it is worth, I liked it.  I didn't _love_ it, but I wouldn't have minded playing in it for a bit.  However, remember that I was exposed to it during an era when your only other choices for Fantasy were YATRO or "kinda Nordic, maybe?"  and I will always have a bias towards anything that isn't Tolkien-esque; that's just me.
     
    Your comments about having to learn the intricacies of an unfamiliar setting actually dovetail nicely into my own complaints about overly detailed setting books, and my suggestions for thinner, lighter setting books that can be slowly expanded on with subsequent adventures-  get into the world when you need to, as you need to, instead of four-hundred page info dumps that read like history textbooks-  mostly because they _are_ history text books; they are simply focused on a fictional history.
     
    Dont get me wrong: I, like many GMs, read them for entertainment as well as for potential use, which probably goes a long way toward explaining why I rather liked Tekumel.
     
    We point at D and D a lot in these conversations, so to take a break from that, let's point at another equally-beloved and richly-detailed setting: Traveller's own Third Imperium setting.  (First the open honesty: I don't use it that much, but I _love_ reading up on it)  If the Third Imperium had been handled from the get-go the way it was handled in T5 or Mongoose Traveller ("here are three colossal text books with every detail of the setting and its history), I don't think it would have caught on like it did.  Instead, it grew initially as a few disjointed ideas in response to the fanbase clamoring for _something_ of a setting, and grew and grew as needed or demanded.  Miller's Traveller as initially conceived was a lonely place for humans: we were all there was.  As fans wanted to ask about aliens, and grumble for aliens, we got aliens (I blame the entirety of the Asian on the screaming popularity of the Man / Kzinn War books of the time).
     
    It became one of the most published RPG setting of all time, starting with Traveller Deluxe (well, starting even before that, as there were pieces in every adventure and magazine prior to the Deluxe set- the last of the Little Box editions- and on and on until we couldn't fight the universal scream of RPG players who aren't Duke and we ended up with freakin' Space Elves (the Darrians) and I got so disgusted I didn't buy another Traveller product into (or after) The Traveller Book /The Traveller  Adventure combo I found in a game store in Athens.
     
    (I cannot fully express the extent of it, so let's instead just understand that it not possible to over-estimate the amount of hatred I have for Tolkien elves and their many knock-offs.  If I said "brooding, Anne Rice -styled metrosexual vampires," I am sure I could get a similar reaction from many of you).
     
    Stepping from Traveller to another vast universe with half a million pages of lore, we can look at Catholic Traveller.  I know people-  in fact, I work with a truck driver-! Who will spend hours on the internet reading 40k lore and he doesn't even play- he doesn't play anything!  He thinks RPGs are "weird," but he still loves the 40k lore!
     
    And again, that didn't start off with a 400 page tome of what's what; it grew as it was needed.
     
     
    To get back on course: I think the relative failure of Tekumel for forty-odd years suggests that it is possible to over-do your setting, and that a massive information dump to process before play begins is something of a barrier brought on by the current approach.
     
     
  25. Haha
    Spence reacted to Clonus in Curse you, Internet~!   
    Most like a dying modem or a damaged cable into the house. 
     
      

     
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