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MordeanGrey

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Everything posted by MordeanGrey

  1. Good luck! It sounds like a big project. I have the same type of world-building ideas but haven't taken the time to start writing it all down.
  2. I use Photoshop and the full Adobe CC professionally. I thought these large grids might be useful to overlay on existing maps, etc.
  3. Here are some hex grids I created in Illustrator. Feel free to use them for creating hex maps by placing them over the top of other files. I've included transparent files with both white and black lines. These are originally 48x48 inches so the resolution should be good for about any project. There are PDFs and PNGs. 48x48 hex grid white.pdf 48x48 hex grid.pdf
  4. We always used a simple 3-5 always hit, and a 3 was max damage for that attack. Conversely, 16-18 was an automatic miss and an 18 was a critical failure of some type. (up to GM, weapon breakage, falling down, etc. We still used a separate roll for hit location and the appropriate damage modifiers. It worked well (and also worked the same for the bad guys against the players).
  5. Just thinking more about this and had an idea... You could have the timing of the ritual gathering match a huge citywide costumed holiday (think Mardi Gras or Carnival) with thousands of people in the streets (parades, events, food vendors) for a week or more. I would detail the specific days of the holiday with them having different themes and meanings, with the final night being a "Day of the Dead/Halloween"-type celebration with death masks, and skull themes, etc. This would give you a colorful background for the story, and a way for the cultists/bad guys to be out and about without attracting attention during the chaos. As the party fails/succeeds in stopping parts of the ritual, it all builds up during the week toward the final night of the holiday where there are wild parties, fireworks, etc. throughout the city. As the ritual begins, a supernatural storm begins to develop, filling the skies with darks clouds, wind and lightning, becoming stronger and overpowering the holiday celebration, leading to thousands of people fleeing the chaos. The celebration turns to panic as the party members race to stop the ritual.
  6. Lots of good ideas here so far. I had a major plot I used where an outside Power (godling) was trying to steal his way into a Planar city protected by another Power. He wasn't strong enough to force his way in all at once, so he divided his essence into several avatars that tried to sneak into the city at different times and locations. It was up to the party to discover who the avatars were, and try to find a way to stop them. If enough of the avatars made it, they could recombine their essence inside the city using a ritual/location and then be strong enough to challenge the Power that protected the city. As an additional distraction, the invading power enlisted an army of planar bad guys (Githyanki in my game), and had them start an invasion that used up city defense resources, and interfered with what the players were trying to do to stop the avatars. It was a wonderful, chaotic game that took several sessions to complete, with the players barely succeeding in stopping enough of the avatars to give them a fighting chance in the final battle. Let us know how your game turns out!
  7. Sounds like you have a good game going. One thing I highly recommend is asking the players to write campaign journals after each session, telling the story from their point of view. We started doing this a long time ago, and it's great fun when several participate and you see events from their perspectives. It doesn't matter if the facts are slightly off in a player's account of the story. I normally gave a point or two of bonus experience if they wrote journals as a reward and incentive. We posted them in an online forum or emailed them to everyone so they could all enjoy them. Just something to consider. (and thanks for sharing your campaign updates)
  8. Having a patron who turns out to be a "bad" guy can be a lot of fun. Long ago I had a fantasy hero game set in the Planescape universe. The party did several jobs for a shady NPC named Willum, who was actually a pit fiend in human form. He was charming and loved to manipulate the party. At one time, he asked the group members (individually) if they wished to work for him ... when they eventually said "yes," he said, "then let it be so." Turns out, he could grant wishes...
  9. I definitely prefer the players to be involved in creating character concepts. To further this, I normally request them to write at least a page of character history/bio so they know who they are, where the come from, what their motives are, and what they've experienced. This is also very useful to me as the game master as I have details I can weave into the plot to keep their characters directly involved, and give them the chance to know something from their past that is useful in the present. I ask them to create balanced characters, and not just stat monsters with few skills. All of the regular players in our group have gamed together for more than 20 years, so everyone does the right thing and we don't have problems very often. Now, if I was running a new group that was unfamiliar with the HERO system, I would either take the time to work with them individually as they build their characters and begin to learn the system, or start off with pre-generated characters for the first round to let them enjoy the game action without worrying about a book full of new rules.
  10. I like this option if you want to have most of the elves and dwarves gone in your world. Only scattered survivors or extremely powerful/protected individuals remain of the elves and dwarves. A whole bunch of dark creatures/undead/spirits of the fallen races begin to stir and become a new threat to everyone.
  11. I agree. I tend to run "gritty" fantasy games for the most part, with the notable exception of a Planescape game set in Sigil where the characters hopped through gates to various worlds and magic was epic level. In all of my FH games, I've required players to avoid creating new characters as "stat monsters" and encouraged them to try to balance skills and stat costs. I also rarely allow players to spend points to increase physical stats after their initial build. It would require some in-game explanation as to why the stat would be changing. I also set limits to maximum OCV and DCV values of 10. I encourage everyone to use skills like martial arts maneuvers to increase damage. Likewise, I limit maximum killing damage attacks, maximum resistant armor values, etc. Together, these things have worked very well in my games to keep a good balance, despite giving out plenty of experience that primarily goes to increasing skills, and or developing new spells for casters.
  12. Part of me thinks a professionally designed sample advertised through Kickstarter could help raise the money needed for printing. I've toyed with the idea of creating individual adventure modules (Fantasy HERO) to sell online as PDFs. I'm a graphic designer and media coordinator with a commercial printing background, so the layout part isn't a problem at all. If I do it they would be nicely designed and not just black and white columns of text. HERO could definitely use the wow factor of some nice artwork and layouts.
  13. To talk about religion in my world, I need to provide a little background first. My favorite setting I run is a dark, gritty fantasy world. It is based on combined ideas from the old Shadow World of Kulthea setting, along with the Fae (a hidden magical force which flows through everything, and can be influenced by accident or manipulated by those who know how.) The Fae concept comes from C.S. Friedman's Coldfire Trilogy (Black Sun Rising, When True Night Falls, and Crown of Shadows) The game world is the result of a collision between a physical world, and a world from another dimension that crossed paths in the past. Supernatural forces and creatures from the dimensional world crossed over into the physical world during the time they overlapped which was know as the Conjunction. The Fae and the supernatural creatures (demons, vampires, etc.) spilled over into the physical world and found shelter in the dark spaces underground and hidden throughout remote locations around the world. The Fae itself is the power that manifests through manipulation or belief. It isn't inherently good or evil, but reacts and is shaped by the beliefs or will of those in the area. If the belief or manipulation is strong enough, the Fae can be shaped into real creatures. (Example: everyone in the village tells their children about the bogeyman that comes to take away misbehaving children. If enough people (children) strongly believe in it, then the Fae creates a real bogeyman.) The religions in the world have tapped into this ability without realizing it. They preach their particular belief in whatever power or god they worship, and if enough of their followers believe in it then the Fae becomes the source of their miracles. (healing, protection, etc.) They create their source of power (god) through their beliefs. If their particular brand of religion loses enough followers, their god's power and influence is weakened or goes away. The Fae is normally balanced between perceptions of good and evil, but in times of war or suffering, the Fae often shifts toward the darker side and supernatural creatures are formed or released into the physical world. A haunted ruin or forest can become a true home to monsters or ghosts if enough people believe in its reputation. Conversely, in good times or in positive areas (sacred temple, grove, etc.) the Fae reacts to the good aura and the area may become a place of protection or healing (magical healing waters, etc.) It's a world where most magic is rare. Therefore, it is amazing to most people and considered miracles or sorcery depending on how it is used and the perception and beliefs of those viewing it. People in this world are VERY superstitious. Finally, the Fae exists in invisible lines of power that run through the world. It can become concentrated in areas where these lines come together (often an extremely physically active location like a volcano or fault zone, large waterfall or other natural occurrences). These nodes or nexus locations are sought out by those who intentionally study and attempt to harness the powers of the Fae. Magic is strongest and also most dangerous in these areas. Some of the largest temples and towers of sorcery are located at these points to harness the potential power that emanates from them. As far as gods go, they are as real as people believe and make them.
  14. Happy to help. I'm a media/communications guy so it was a quick few minutes in Photoshop.
  15. Larry Elmore has a huge body of fantasy artwork. He did almost all of the Dragonlance book covers, and countless other game systems artwork and covers. http://www.larryelmore.com/store/SBAA/shadamehr-encounters-baakish-vaah http://www.larryelmore.com/store/JOUR/journey-to-the-gathering Michael Whelan is another great fantasy artist with a similar style to Elmore. https://www.michaelwhelan.com/gallery/illustration/fantasy/
  16. I agree. They have improved the storyline with all of the expansions. Although, it can become a "grind" at times. The setting itself is spectacular and seems fairly original to me. If you're not familiar with the soundtrack give it a try: https://youtu.be/EvwDiV2K_0g
  17. The "Fantasy with Science Fiction" thread made we wonder if anyone has tried adapting Bungie's Destiny video game into the HERO system? It should obviously be a blend of Star HERO (spaceships, robots, energy weapons, etc.) and Fantasy HERO (warlocks, magic/tech combinations). I think it would be possible with a little work. There is quite a bit of Destiny lore on the various WIKI websites and on YouTube. Those would be crucial to fleshing out the world history. A small group of characters could be given a variety of challenges based on mission ideas from the game. There seems to be an endless amount of lost technology scattered throughout old Earth, the Moon, Venus, and Mars. Exploring new areas and finding physical resources could lead to a variety of encounters with aliens including the Fallen, the Vex, the Hive, and the Cabal. The music soundtrack and concept artwork from the game is excellent and would be a great help in introducing the setting and creating the feel. Anyone else play the game? Thoughts? Ideas?
  18. I've always started my games with "cutscenes" to set the stage and tie the characters together as the game begins. In the mid-90s I ran several Fantasy HERO games set in the Planescape AD&D setting. One of the games featured characters who were thrown together by chance as fodder for the endless Blood War being fought between the devils and demons of the planes. Here is the opening for that game... ****************** Out of the Blood War … into the Cage The Blood War rages on. For centuries on end, driven by racial hatred and a desire to obtain gateways to prime worlds that are ripe for the picking, countless fiends have clashed on battlefields across the Planes. For whatever reasons, throngs of hapless planars and primes find themselves thrust into the war. Thousands of mercenaries, slaves, religious zealots, prisoners, and the just “unlucky” are slaughtered without remorse or regret almost daily. You were no different. A contract with the devils isn’t something that is easily broken except by death. Along the way, you have come to rely on a quickly shrinking group of “friends” for lack of a better word. Perhaps “partners in pain” comes closer, but no matter. The constant fear and destruction beat your spirit down — lower with each battle, until you came into the presence of a cleric of the dark gods, a Proxy who called himself Harm. His dark charisma attracted you to his side, while his carefully crafted words convinced you to join his cause, and receive the mark of his lord, a Baatorian Power know as Valfor. Today started no differently. Your small band of survivors was herded through yet another portal along with an undersized legion of devils and conscripts. Your destination was Oinos, a dusty, colorless battlefield in the Grey Wastes. The battle plan was simple, surprise the Tanari guarding the iron fortress of Gauron, destroy them, and seize the fortress. It was simple in planning, however, but not in practice. The Baatorian generals failed to see that the Tanari were well prepared to defend the fortress. The demons held several legions in reserve until the Baatezu reached the iron walls, and then swept in with their hordes to crush the devils between the hammer of their legions, and the anvil of the fortress. In the midst of the chaos of battle, your small group was driven closer and closer to the walls of the fortress, suffering enormous casualties, and dwindling rapidly. Then, like a surreal, ghostly image, a pale human figure appeared, walking calmly through the wild action of the combat, seemingly unaffected by the chaos around him, and protected from the steel and iron weapons that lashed out at him. His zombie-like gaze swept across your small group, coming to rest at last on Harm. In a deep, strong voice that sounded cleanly through the din of battle and the screams of the wounded, the figure spoke, “Follow me if you wish to live.” With that, the apparition turned and led you and your exhausted and wounded comrades directly to a broad expanse of the iron wall at the base of the fortress. The gaunt figure raised its arms and spoke unintelligible words that crackled with power in the ancient tongue of the Nureti sorcerers. As it spoke, the body seemed to shrivel in on itself, and its hair visibly turned from black to gray. Wrinkles appeared on its face, and the eyes sunk further back into the sockets as it aged rapidly in front of you. At last, after diminishing to the hunched form of an old man, the emaciated corpse staggered forward and pressed its hands against the wall. A deep, reddish glow emanated briefly from deep inside the figures chest. The reddish light flared to a bright glow and the walking corpse lurched forward again, its limbs spasming weakly. The final words escaped through its parched mouth and swollen tongue, “Heed the Rule of Three,” as it collapsed into and through the wall that now seemed translucent in an arc around the figure. Around you, the sounds of battle returned full force. You glanced behind you to see the giant, white, chitinous form of a Gelugon bounding toward you across the battlefield. Its great, clawed feet trampling the bodies of fallen fiends, as it slashed wildly with a large spear, clearing a path through the combat in great, gleaming arcs of death. “Deserters and cowards suffer eternally…your contracts WILL be fulfilled!” it screeched. The Gelugon’s words echoed endlessly though your head as confusion turned to fear and a mad dash ensued as you and your companions bolted through the newly opened portal. The sounds of the battle faded once again as reality shifted and lurched around you, overwhelming your senses and filling your stomach with bile. The sensation was short-lived, as you stumbled into each other — tripping, sliding, and falling into shallow, foul smelling puddles in a narrow, debris-filled alley. One wall is made of wet stone bricks, the other is obscured by a thick tangle of dark vines with small, triangular leaves. A pathetic figure looks up, startled from its drunken stupor by the racket of your arrival. Over the buzzing of a swarm of flies also disturbed by your appearance, the figure speaks thickly slurred words, “Welcome…to Sigil…it’s bleedin’ ugly, but the Cage is home.” With that, the figure coughs and heaves violently, and passes out against the wall. It seems you have arrived at your destination.
  19. This is an interesting discussion. I'm all about character concept and history. I want my players to have a real grasp of who their character is and what motivates them. I personally have stopped worrying about the physical number of character points being an exact match for every player. If one of them is playing a grizzled veteran and the other is playing a fresh recruit, there should be a difference in skill levels. I want them both to be happy and get the concept they desire. I'm more likely to have a point range in mind rather than a specific number. The veteran may start with 175 points, while the recruit is around 125. I do encourage all of the players to have a good balance between physical stats and skills. Like most games, HERO has the potential to min/max the physical stats to make all of your skills very high without spending points on skill development. If everyone has a 20 dex (doesn't happen in my games), all of their corresponding skills based on dex would have high starting values. I try to emphasize that training (combat skills, martial arts and maneuvers) can make you a deadly warrior just as much as being a huge, hulking stat-monster. As a side note on character progression, I rarely allow characters to change their physical stats much after the initial character creation. Unless the character is physically immature and still growing, or forced to work in the slave quarry for the story, I don't see that it is very likely to dramatically increase their strength or other physical stats. Focusing on skill development and learning new skills from their fellow players or by studying (in the case of magic users) seems much more realistic to me. This approach has worked well for me. It's made easier by the fact that most of the players are all older and have had lots of experience with a myriad variety of systems. They realize that character concept is more important than the numbers behind them.
  20. My favorite by far is dark fantasy at a gritty level. Superstition, the hint of the supernatural, and lots of ways to die from bad choices. I'm currently running a game based loosely on the Witcher series. The characters are in the beginning stages of a larger quest to find an artifact that lies far to the north in the mountains. The artifact has the potential to open up a gateway to their world that would allow ancient evil forces to enter. The artifact is also being sought by a group of power-hungry sorcerers who want it for themselves. Along the way, they have to deal with short episodic adventures destroying local supernatural creatures (thus the Witcher theme), while traveling through towns and villages in the border areas contested by two countries at war. There are mercenary companies, troops, bandits, corrupt political foes, witch hunters who imprison or kill all who use magic, and currently a real witch who they let escape in a previous adventure in their way. I try to capture the feelings of fear and danger for the players. In a world where most of the characters don't have powerful magic, something as simple as being hunted by the witch in the woods at night can be very entertaining. She uses a spell that extinguishes light sources such as torches or lanterns in a burst of sparks. It flares up, temporarily blinding those who are close, and then leaves them in total darkness. It's been effective!
  21. Thanks for sharing these. I know it's a lot of work!
  22. Well, maybe the source book will be useful if I decide to run a game in that setting.
  23. One of my players built a mages tower/magic shop to use in my world. The owner created and sold potions and scrolls to the players. Typical stuff. The interesting part about it was that the tower was actually the home of a demonic spirit that fed off of the life force of the owner, but not enough to kill him. It was a parasitic relationship. The demonic presence was defined as an AI that had real telekinetic powers (with fine control) that could affect the real world. There was always a broom sweeping up or a duster busy cleaning the shelves when clients entered. However, if anyone became a problem (stealing, damaging, or attacking anything in the tower) it had enough strength to physically pick them up and throw them out of the tower and slam the door behind them. It was a great location used often by the players, but no one knew the truth about the tower and it's real occupant.
  24. Just curious if anyone has done/seen an attempt at recreating the Witcher spell/potion system into Fantasy Hero? I love the gritty, dark Witcher 3 world from the video game. I think most of the potions and spells could be recreated in FH with a little work.
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