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redleaf

HERO Member
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  1. Very nice. I downloaded it! And I'll use it! I almost always make my characters by hand (not HD). I usually use Notepad now, and the Windows calculator, as opposed to a pencil and character sheet. It just comes from playing first edition. It's just an immersive/nostalgiac feeling that I can't get using HD. I find it extremely relaxing. On more than one occasion I have designed a character in this way to just take my mind off life's stresses.
  2. Thanks, Mark. This is what I thought reality was like. I always felt that once you hit 0 Body that a "Normal" person bleeding out in under two minutes was frighteningly close to reality, and that Hero really nailed it. "Good" to hear it does reflect reality, from someone who's seen it. (Although I'm positive it's not pleasant to have witnessed.)
  3. I've been toying with the Savage Worlds system. Of course, Hero is my first love. In my opinion, the problem with other systems is that they sacrifice realism in favor of a "cinematic" approach to simulation. What I mean is, they leave a lot up to the GM. The problem with rules systems that are not Hero: As GM, I feel I can't kill a player character, since I am defining the reality of the situation, so if the roll ends in death then it seems like I bent it that way, so I feel pressure to give the player/character an out, where I would not in a highly realistic system like Hero. No, I don't go into every adventure hell-bent on killing the PC's. Well, actually, sort of I do. I feel it's up to the players to avoid that "painted into the corner" moment where the rules say you gotta pay the piper...You made a series of decisions and now it's a handful of D6's that amount to a massive killing attack. (You let the reporter stay to watch the fight, now the subway train is bearing down on him, and you have to push him out of the way and take that hit.) To me, without that possibility hanging over the players/characters, there is no dramatic tension in the game. If the system requires the GM to make too many on-the-fly rules, most GM's will be softhearted and give the players a much bigger chance (CINEMATIC) than they would have had if they been using the specifics of the Hero system. So I guess what I'm saying is: I can't enjoy non-Hero systems (or, at least low-complexity cinematic rules systems). What are your thoughts on this? Have you been in a non-Hero game and had these feelings?
  4. (Redleaf joins in harmony to Savinien's whistle.) I have *always* wanted to play Talislanta. If only there were some way...
  5. Neutral Ground was a supplement I always admired, but never had. I ended up making up my own scenario based on the blurb, but I totally got the idea from the supplement. UPDATE: For the one-shot, I am leaning towards The Island of Doctor Destroyer. It really is a good scenario. I am intrigued by Blood Fury, and I noticed that Bruce Harlick had a hand in it, so I'm looking into that one. The other choices were all good. Wings of the Valkyrie feels a little railroady, but I would play that one with a group who was willing to accept that. At this point The Island of Doc D is taking the lead, just because it lends itself to one-shottedness and has the right structure. (I considered a vote, but I think I have to pick from the contenders to find the one I feel capable of running well.)
  6. I think it might give us a few more contenders. Why not?
  7. Shades of Black. Looked back at some of the comments on that. And there's also Evilution Unchained...
  8. Oops. Maybe my terminology is at fault. By "one-shot" I mean that it will be one adventure played out. It might take more than one session. I see it as some text chat, a group meet-up, and other methods including email. We'll set a target date for the group meet. I'll start everyone separate. Some people may not make it to the group play (the character may die or the player may drop out). But whoever gets their stuff together by the target date will be in the group play. Actually, I think that will work rather well.
  9. I have always wanted to try The Coriolis Effect. I'll look at the other two Christopher suggested. I agree that The Island of Doctor Destroyer is a great one. I'd definitely consider that one. I've run it before. It wouldn't be a dealbreaker if people have read or played the module already. I think this will be fun. Modules seem to play out completely differently for me each time. We could even build in a time travel element: "I've seen this before. This happened last time..." PS: I'll check out Reality Storm.
  10. I'm going to run a one-shot online game in 6th Edition. People will be able to play any character they want. It will be in a "Marvel Team-Up" vein: the heroes involved will be kind of unfamiliar with one another. Anyway, I have a bunch of modules. I want to pick one that people actually want to play. I would consider ordering a copy of one I don't have if it was in Uber-demand. I was even toying with a Mutants and Masterminds module, called "Time of Vengeance." So tell me: what module have you heard good things about that you would want to play in a one-shot? (Doesn't have to be 6th Edition. I have modules going back to The Great Supervillain Contest.)
  11. Re: Star Hero campaigns?
  12. I'm working on a new Star Hero campaign. One thing that came up in some private messages with members here is the concept of "Crowning Moment of Cool." For example, in Star Wars (the original movies), one Crowning Moment of Cool would be when Luke was fighting Darth Vader, and refused to fight, and then Vader mentioned Luke's sister, and Luke lost it and started laying it down on Vader. Followed by another Crowning Moment, when the Emperor tells Luke to kill Vader, and he throws his lightsaber away... What are some CMOC's in other sci-fi movies/shows? I think taking these and working backwards will also help plan a campaign.
  13. I was thinking about this. I've run a long Champions campaign and I consider it successful, and I wonder if it really had a metaplot? Does "keeping the world safe from Dr. Destroyer and Mechanon" count? Anyway, do I need a metaplot for Star Hero? Star Wars had "struggle against an evil galactic empire" and most sci-fi has 'em (though I'd argue Firefly doesn't--no offense, I like Firefly). But can I just have the characters flyin' around in their spaceship, getting in and out of jams? Won't that get old quick? So I guess I'm looking for examples of functional metaplots for Star Hero, given a futuristic Earth scenario, or arguments as to why you don't need 'em. (I'm not sure "metaplot" is the right word, but I'm using it anyway. I guess I mean "grand story arc.")
  14. redleaf

    R2-D2

    Re: R2-D2 Yeah, I ain't seein' no R2-D2.
  15. Re: Questions from a newbie I've been thinking about this a lot, actually. I think Hero players might be a little different than D20 and other gamers. I think the progession is more gradual, and I don't think combat gets more difficult as you build your character. That has been my experience. It could go on forever, but I'd say you'd get about 10-15xp per month depending on how often you played. At 3 times a month, probably 10xp. In my experience. I'd say it's less easy to accidentally kill someone off in Hero, because the Stun usually takes them out before you can accidentally kill them. And then as a GM you can back off and give them some breathing room. Just an elaboration: get the player to pick a hero they like from TV or literature and then track down a copy of that character that's already been written up in Hero, then make cosmetic changes. And change the name. This works well if you have someone jumping in at the last minute.
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