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Silverhawk

HERO Member
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Posts posted by Silverhawk

  1. I suspect that either introducing groups of players or just a single one will work.  Whether it works or not is situational in any respect.  

     

    These are the days when I miss the old magazines (Dragon, White Dwarf, etc.) when they supported more than just the publisher's games.  Unfortunately, the times have changed a publishing a physical magazine is a cost that is tough to bear.  That's not to say that it couldn't be done on the web.  But there would still be the two big problems of time and money.

  2. Believe me, from experience, me GM'ing HERO does not *sell* HERO books.

     

    I finally got my group to play, and they loved the flexibility of it, they loved making characters and building powers, but felt it was too clumsy in actual play (despite us getting 2x to 3x as much "done" in a typical HERO session than in a comparable D20 session...)

     

    Seriously - my main issue is I do everything half-assed.  I just do.  I don't prepare as much as I should, and it shows when things get hectic; I forget key NPC abilities, lose track of who has what, I tend to give the players the benefit of the doubt and that comes across as "this is too easy," etc.  I end up forced to hand-wave things in some cases to get any kind of dramatic tension, as well as to avoid the occasional one-shot attack by an NPC.  And this is not a problem with *the system* it is a problem with *me running it.*  Not knocking myself; just simple admission of the problem.  I'm getting better, and HEROCentral is going to help me get better still.

     

    But the funny thing with my group - their main complaint was "it takes too long to do anything."  Yet, we actually got way more accomplished in a typical session.  4 to 6 hours of D20 would be maybe 2 "scenes" or fights.  In HERO, I was having them easily get through three or four combats in a single session.  But they still felt it "took too long" to do things, or "was too hard."  I dunno man.

    Some of this is definitely what I have felt when a session that I have GM'ed has gone south. It mainly occurs when a Player or Players come up with a question that I hadn't thought of. One in some respects keep their own notes during a session in case they answer question and then the information come up again. One thing I hated about a fellow who was a D&D GM when I was in college wast hat the answers would sometimes change from session to session. An example being the evil cleric who apparently worshipped about three different evil gods who didn't like each other.

     

    As for spreading the word, I think that you need a fairly straight forward drop in anywhere sort of place with several simple adventure options. A freehold on the edge of the civilized world. PC's are/should be locals in service to the freeholder. Battles with Orcs/Barbarians is one short get a feel for combat type theme. Characters should be what I call par-gen. They are partially generated with some points left for the player to customize. In particular there should be the need to have some disadvantages to be filled in as well as some skill or attribute choices.

     

    Then there is the need to get it exposed. Cons are a good place especially if there is a dealer with inventory on hand. Another place to try and get Hero System exposure is a game stores that offer space for games. Again the idea is that they will likely have inventory so that some one who is interested can get in while the idea and experience is fresh.

     

    Remember however that there are people out there who will try and still not be impressed enough to switch. I know several people who play Hero that refuse to play other systems. This can be frustrating when an idea requires to much to set up in Hero. Like a number of previous posters, I have a more than full-time life with a small child.

  3. I've finally gotten sometime to add my two cents worth to this discussion.

     

    First, I think that if you want to get people interested in Fantasy Hero the idea of starting with a product that does and doesn't fit into a larger campaign world is a good idea. I believe that the old T1 module Village of Hommlet was very much in this vein. A friend and fellow player of mine used it to start his FH campaign. His concept was for the PC's to be just slightly above the average villager since we were part of the village to begin with rather than the usual you just arrived in the village from X.

     

    Second is that for the FH campaign that I've been working on (three years and counting with multiple starts from square one :) ), I was looking at using a rough Shadowrun style magic system. A pool for determining the max spell effect. Skill roll for the spell itself. This represents the knowledge of how to cast the spell. Separate theory skill to research new spells or improve existing spells as a player increases the size of their pool.

  4. The article on Wikipedia about the pre-dreadnaught Royal Sovereign class states that the ship that bombarded the Belgian coast was the Revenge.

     

    http://en.wikipedia.org/wiki/Royal_Sovereign-class_battleship

     

    The article mentions that the Revenge Class is sometimes referred to as Royal Sovereign class incorrectly.  Probably because of the reuse of names between the two classes.

     

    http://en.wikipedia.org/wiki/Revenge-class_battleship

     

    Just my two cents worth.

  5. My youngest son gave me one by accident. He was wearing jammies with Wolverine on them. "I am Wolverine, but when I go to bed, I'll be Winnie the Pooh."

     

    I just looked at my wife and said, "Oh, bother. [snickt]"

     

    Oh dear. That would make it the Hundred Acre X-Men. Led by Christopher Robin as Professor X.

  6. Re: Fairytale Hero

     

    For those who want to see a modern setting should read Raymond E. Feist's Faerie Tale. I really enjoyed it and scribbled some very basic thoughts in case I ever felt the need to do something like it.

  7. Re: Analyze Structure vs KS Architecture

     

    Demolitions would be my choice on the finding a weakness in a building with 6th ed

    anything else use Find Weakness the Talent

     

    this if you are trying to bring the building down

    for me the KS or Analyze are more for building it up but could work on bringing it down at say a -1 or -2 to the skill roll

     

    I concur on the need to have Demolitions to bring down a structure be it a building, bridge, etc. Any KS or PS that a character has should allow for modifiers on the roll or if there is a limited amount of explosives for efficient placement.

     

    I base some of this on aspects of my job that brings me in contact with former Navy EOD persons discussing the "How much explosive would..." type questions.

  8. Re: Analyze Structure vs KS Architecture

     

    I am pretty sure that the rules state you can't use a background skill in place of a named skill that has the same effect. PS: Locksmith lets you work on locks' date=' but you can't pick them without Lockpicking. Background skills can be complimentary to named skills, but they can't replace them.[/quote']

     

    Interestingly this piece on emergency Locksmiths on the Today Show yesterday (11/16), had a professional Locksmith who could pick locks and stated that most true professionals should be able to pick the particular lock that they were using for the piece.

     

    Visit msnbc.com for breaking news, world news, and news about the economy

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