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Sketchpad

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Sketchpad last won the day on December 23 2005

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About Sketchpad

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    Sketchpad Studio Supremor
  • Birthday 02/06/1971

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    Hellfyre D
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    http://sketchpad-d.deviantart.com/

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    I was born in the coldness of Upstate NY, where I now reside with my wife, two daughters and cat.
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    Freelance Illustrator & Writer

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  1. Slightly off-topic, but this is unfortunate news.
  2. Me too. I remember hearing about it in Adventurer's Club #18 back in '92. It had a review in it, and an awesome Perez cover.
  3. @Duke Bushido isn't that basically what a VPP is at its core? I agree @GM Joe. The Basic Hero's Handbook for Mutants & Masterminds is a great starter book, and a book like that for Champions would be pretty awesome.
  4. That's where I would have to respectfully disagree with you @zslane. I think having a basic version of the rules would be the best place to start. Sure, include a few pre-gens (or modifiable archetypes), but also have some brief rules to make your own characters. Give new players and GMs the ability to experience the system, while offering new adventures to older , more experienced players.
  5. Couldn't agree more. Having something like a Beginner's Box for a new edition would be how I would start marketing it. Look at Pathfinder's Beginner Boxes, or the Essentials Kit for D&D5e as a template on how to make this successful. Have two books, one with character info, one with GM info (and a few adventures), some cardboard pawns, a flip-map, around 10 d6s, some blank sheets, and some info on the next books coming out. Gives folks a chance to try the game, and promotes what's coming.
  6. I would do away with the generic rule set as presented. Tie the system into properties. Looking at the past, I'd rather see a Champions book marketed akin to 4e BBB, then have a fantasy book that ties in vague setting, as well as a sci-fi book, a new Justice Inc., Danger International, etc. The mechanics would be compatible with one another, but like the older editions, there may be some genre rules that are specific to that rulebook. I believe this might make the game more attractive, particularly with some nice art and a solid design specific to that book. In addition, I would get rid of the "you can build everything" mentality. Do we really need to build a cellphone to use it? Couldn't it just provide a bonus and a radio without breaking down every point?
  7. I think I have the point quite well, Spence. I just think we have a different opinion on what an intro would look like. I rarely got the "Hero is TOO HARD" complaint from my table up until mid-2000. I spent time explaining the system, teaching it to new players, and teaming some of my veterans to mentor newer members. I've built characters for others, loaned characters out to new players, and have spent hours trying to help my players through the years. Did they learn how to play Hero better? Mixed results, to be honest. And I'm sure it'd be the same way with a guided adventure/creation. But a guided adventure could help others understand how it works in a game by explaining what they're creating. This could easily be a Solo Adventure that's given to a new player to play through, or something that's ran with a group to not only give them a rules crash course, but also help create the team they might be playing. Heck, it could also be a great Convention Game if written right. Maybe. I think having an "And/Or" situation might work better. "If you want to design your own Hero, check out Chapter X. Or, if you want to jump into the action, skip to Chapter X and choose an archetype. In Chapter X you'll play Sample Game Name, where your heroes will take on villains and you'll learn how to play Champions."
  8. By looking out, I mean looking outside of Hero. What works in other games? What doesn't? How can this be applied to Hero? Thanks! I think 2e is the wrong direction, to be honest. Much as I like the history of Hero, jumping back doesn't give the game support it needs right now.
  9. Previous editions have been released in PDF. I agree that Hero isn't a rules-light system. However, the game could become a bit simpler or at least more streamlined. I don't see 2e as that beast, nor do I see any previous edition as a solution. IMHO, a new edition of Champions should look back at what worked, and look outward to see what's being used. Even taking the game and having better examples of how things are done would be a step in the right direction. One of the things I loved about Champions: New Millennium were the comic pages that explained some of the game mechanics. Guilty. Started on 2e as a teenager, but my favorite edition is 4e. This is where streamlining is needed. While I commend the game for sticking to the same basic ideas for years, it might be time for an update with a more modern ideology. I agree to an extent. I think the game was built on that concept, but has evolved a bit beyond it with some leaning toward enhancing roles. There are ways to alter the game without taking it too far out of the realm of what the system is. Rather than have an adventure with pre-gens, what about having an adventure that helps design a character? Sure, there would still be some pre-gen nature to it, as you'd have to have some pre-built structures. This adventure could also teach the mechanics on how to roll damage, attacks, skills, etc. And could also teach a GM how to handle Complications, mass combat, etc. Just a thought.
  10. 4th has always been my preference as well. If I were to create a new Champions edition, I would look at 4th ed as my starting point and move forward from there. There are a few things I enjoyed from earlier editions, such as the Mastermind option. But, for the most part, I really love 4th ed. One of the many reasons I would've loved to see Danger International take the forefront over Dark Champions as a Modern Hero model. Having something like DI with modular setting guides would be most awesome.
  11. Is the art on the side an image from the book? If so, could we see a larger version of it?
  12. I don't think I could agree with that. I have players that care about the world they play in, and take some stock in it. They want stories, and add to the lore of the world as we play.
  13. SJG is currently funding a new edition of Car Wars, which has been wildly successful. We'll see the final version in stores once the game is completed. The same can be said about the Torg Eternity Cyberpapcy books, or the Cypher System rulebooks. In addition, Paizo did use some crowdsourcing recently with their newer Kingmaker stuff (in fact, they even tapped the D&D 5e market with it).
  14. That's not entirely true. There are plenty of companies, both old and new, that run regular crowdfunding to produce their material. In many cases, this ensures that you have an audience for a game, as well as offering perks and bonuses as rewards to those that help. Many companies, such as Free League, Green Ronin, Modiphius, and Monte Cook Games, have done such a thing.
  15. Part of the issue with that is that many gaming stores (at least in my experience) believe Champions/Hero to be dead. The three shops I have locally do not acknowledge it's existence, nor are they willing to stock it because "nobody plays it". HoC may make some difference, but only if the products are visibility-friendly and draw people in. In my experience, blocks of text do not do that.
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