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Everything posted by Sketchpad

  1. 4th Edition Champions had some of the best covers of the game IMHO. I don't think photoreal covers will draw in any more people than having comic book artists on a cover.
  2. Having adventures as a focus is dependent on what the individual companies utilizing the license would like to make, right? If you created "Adventure HERO" as a setting for Hero, it might be allowed. I'm sure someone can clear this up better than me (or maybe Jason Walters could), but I believe the license allows you to create a new setting, which would include new packages, critters, etc. But no, it wouldn't allow you to recreate or republish the rules unless you went for a deeper license with Hero. Whether or not that's a possibility or not would be for others to answer.
  3. Yes and no. Having made more than a few e-docs, having to go through a doc after it's designed and hyperlink every little keyword to various parts would be a PITA for most. Is it worth it? Maybe. If you're planning on having both print and PDF projects could lead to extra time that can't be afforded, as you'd have to have separate files for each. Having a hyperlinked Index and ToC would be a better way to go about it IMPO. It's much easier to implement and wouldn't take so much time. And yes, I've shopped online and in hard copy catalogs. The difference here is a system that would emulate online shopping would be more like a wiki-based book that would live online. But that's a whole other topic.
  4. Don't even get me started on the layout of Hero System books. Character Generation should be toward the front of the book, but not the start of the book, and be complete in its own chapter. Give the players everything they need in one section, followed by rules on Equipment and Vehicles. Honestly, if put together properly, the first part of a rulebook could be separated to create a Player's Guide that could be marketed on its own.
  5. While a great idea in theory, it can turn into a design a logistical nightmare for those working on it, particularly for a tome like Hero's been in the past few editions. Is it possible? Sure. But it might also slow things a bit more than needed. Hi, my name is Sketchpad and I still use print products, as well as electronic ones.
  6. It depends on the product you're looking at. For an introduction book, like you might see in a starter set or something like Sidekick, I think having that "What Is Role-Playing" section is necessary. But for a main book, maybe what would be better is an introductory adventure sample, either in narrative or in solo format. A quick walk-through on what to expect from the game that a cursory eye could look at. This could also serve as the preview to a PDF, or a separate download. Alternatively, a "What Is Champions" section or "The Hero System in X Pages" might be a better take on the this section.
  7. Slightly off-topic, but this is unfortunate news.
  8. 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.
  9. @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.
  10. 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.
  11. 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.
  12. 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?
  13. 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."
  14. 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.
  15. 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.
  16. 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.
  17. Is the art on the side an image from the book? If so, could we see a larger version of it?
  18. 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.
  19. 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).
  20. 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.
  21. 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.
  22. Completely agree with Massey. In addition to the amazing Wolfman/Perez run on New Teen Titans, I would also recommend the following trade paperbacks: - Uncanny X-Men: Dark Phoenix (Marvel) - Uncanny X-Men: Days of Future Past (Marvel) - Infinity Gauntlet (Marvel) - New Warriors Classics v1(Marvel) - Avengers Assemble v1 - 3 (Marvel) - Avengers Forever (Marvel) - New Teen Titans v1 - 10 (DC) - Justice League: The Darkseid War (DC) - Justice League (2018) v1 - 4 (DC) - Justice League Dark (2018) v1 - 2 (DC) - Young Justice (2019) v1 (DC) - Legends (DC) - Invincible (Image) - Dynamo 5 (Image) As far as worldbuilding goes, I always suggest History of the DC Universe, as well as The Official Handbook to the Marvel Universe and Who's Who in the DC Universe (the latter of which is available on Comixology). Welcome to the game and hope you have fun with the system.
  23. In comparison to statted out characters that need minimal modification? For example, The Crimefighter as presented on a website. Please note, the characters in the books appear a bit smoother.
  24. Pay an artist and graphic designer to do the work. You can use portfolios like Storn offers through LPJ Design, but when you want something customized, hire someone to work on it. Make your books look good and spit polished. Get someone on board as an editor and have them fine tooth the text. MS Word/Publisher only do so good. Invest in your products like you'd want people to invest in them. When I started making my own books, I asked myself what I would like as a patron and started working on that vision.
  25. I've never had an issue with either game, to be honest. The Deluxe version of the M&M HH has a few adventures, villains, and archetypes in it, so you can easily begin a game in a matter of minutes. It was okay, but I think something needs to be done with the Hero statblock. Particularly with Champions characters. There's a dynamic that's missing IMHO. This is where I think M&M shines, and where Hero could learn a few things. The archetypes in M&M books act as a template, or as a quick-start character. Full art, ideas on customization, and even some info on backgrounds. Plus, they list some for villains as well, so you could easily use one when you need a bad guy in a pinch. I'm kind of glad that we didn't get full CO art. Some of the designs were "meh" for me. Never cared for their Defender, nor did I like their version of Grond. Speaking as a graphic designer, the art and layout of a game can make or break it for me. When 4th ed came out, I jumped at it as I was running Hero before that, and I'm a big Perez fan. To this day, I wish that they would release that cover as a poster.
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