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bluesguy last won the day on October 18 2016

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  1. There is a story in the Bible, 1 Kings 18, about Elijah challenging the priests of Baal (call on your god to light the wood on fire with your sacrifice and I will do the same). At 1 Kings 18:27 Elijah starts to taunt the priest of Baal. In some translations (or maybe it is in the Hebrew) Elijah tells them to yell louder because maybe Baal is in the bathroom.
  2. When I ran a Valdorian Age campaign it kind of organically grew into a campaign where the PCs had to organize and plan the defense of the free city of Elweir. At the end of the campaign we played out a pseudo war-game to represent the battle between the two forces and then a separate session to handle the individual PC battles that took place. I tried to set up the final battle so it was like the movie LOTR battles where you see the masses of combatants and then 'zoom' into individual battles as well. The PCs started out just dealing with their individual issues that were tangentially related. They had to create alliances between different political groups, local military and bandits, and religious leaders. In the beginning no one believed them about what was coming. VA doesn't have a lot of 'big flashy' magic and there are a bunch of monsters running around. Also no one in the group had read any of the GoT books or see the TV shows at this point in time. The bad guy's army was almost entirely made up of undead. The PCs were able to capture a few and show them to the populace at the 'arena'. That was when things changed. It took both game years and calendar years to bring about. We played 2 or 3 Sundays a month.
  3. On Nyonia there are two large cities along a major land and sea/ocean trade routes with populations of about 500,000. Most of the cities and big towns are closer to 10k or so. They only exist along major trade routes and usually near water. There are many many villages all over the place, which can be anywhere for 50 to 300 people.
  4. In my current campaign the players are on an epic quest. They know that they have to stop a plot which will open the world of Nyonia to the plan of one of the gods who wants nothing more that war (and all the ugliness that goes with it). I laid out the overarching quest into three parts, each part had a starting and ending point. What happened in-between was driven by the players. I always knew what the opposition was doing along the way. Sometimes the players interrupted the opposition's plans. Sometimes the opposition interrupted the players' plans. In game time the quest has been going ~7 years. In calendar time I think it has been going on (off and on so other GMs can run) for 4 years. We are at the end chapter, which I expect will take a while to play thru but will be a very short period of game time. I asked the players before the campaign started if they wanted to play in an epic campaign, they said yes. They know that success is possible (so is failure). What makes this more fun is they are playing at a critical historical moment in the overall timeline. I say that because a previous campaign I ran in Nyonia takes place 1000 years later and they are in the middle of something that changes everything on Nyonia.
  5. In my games there are priests, shamans, and warrior priests. Each of those types of 'clerics' is associated with specific god. There are two gods that the are most associated war and battles, so they have the warrior priests. The shamans are associated with a few different gods and also with a couple of 'spirit worship'. The other gods mostly have priests or in one case there are no priests but rather mages tend to be associated with that this one off god (knowledge and hidden things). I think the important thing is to make sure any gods you have are unique enough to have spheres of influence and that their priests reflect those spheres of influence.
  6. Check out http://ebon.pyorre.net/ and https://www.nbos.com/products/inspiration-pad-pro
  7. I stole the Harn Pantheon for my campaign world. It works pretty well for us.
  8. I have played both a 'tank' and 'nimble' fighter in Hero games with different GMs. I never felt particularly overshadowed. When I did it generally had more to do with the GM and they combat situations they set up rather than a comparison with my character. For instance my current character is a nimble dualist - he fights w/ two scimitars, has martial arts, plenty of skill levels and penalty skill levels, a high DEX/SPD/OCV/DCV. He is virtually untouchable if he is just using a thrust on his opponents, especially if he uses his skill levels in DCV. He has one ranged weapon, a sling. When we have been in fights lately the only player who really has been effective was the mage - LOS 'elemental' arrow (he can pick the element - Variable SFX). I had a tanky character - warrior priest. Kind of like a paladin but without all the stupid LG stuff. He was a warrior who was also a priest. He has some 'spells' that would improve his abilities and the parties abilities but he didn't have any 'combat spells'. He wasn't hard to hit, he could dish out some crazy damage and take some crazy damage.
  9. And since Hero combat is suppose to be a cinematic style, here are some examples: Stunned & Knocked out ~48 seconds in this clip it sure looks like Aragon is stunned and knocked out. Stunned (and we think he has been killed) at ~1:11 and at 1:38 he looks dead or at least knocked out Lots of Body (and a poor Stun multiplier) - might be stunned ~1:20 1:51 More body and better stun multiplier 2:36 < 0 body and he is dying but not stunned or knocked out
  10. Start with something very simple. Remember character creation in Hero is based on a character concept first and then you build the character to that concept. Champions Complete has some 'template' characters I would suggest using them as a starting point for the players. My groups tend to like maps and tokens/miniatures for games. If you have them then use them if the players are a 'tactical bunch of folks'. Create a simple speed chart with each of the phases and which phase each player will act in. Use some kind of token to track the phase. Create a simple story for the initial game How do the characters meet? Why would they work together (if they just meeting for the 1st time) How do they find out that their help is needed. Provide a simple conflict that allows everyone to learn how combat works. If the superheroes are street level supers (i.e. Daredevil, Luke Cage, Jessica Jones, and Iron Fist) then a simple bank robbery with a bunch of well armed thugs (guns and some kind of clubs). If they are more at the Avengers level, trade out the thugs for a bunch of agents and one supervillain.
  11. It is important to create situations where the archer just isn't as effective (party is ambushed, party is underground or in enclosed spaces, close combat has started - make the archer character take an extra phase to offset penalty of possibly hitting a friend).
  12. I would suggest reading a short book by CS Lewis called the Screwtape Letters. Lewis gave the demons/devils a motivation for why they were doing evil things and how subtle they could be.
  13. I picked settings but only after I saw you write that you are thinking about mini-setting books. Give me a piece of the 'campaign' puzzle that I can use for an adventure but can help build up the campaign as well.
  14. Here are the rules of thumb I have been using for a long time now. They seem to be working: Character Benchmarks - Famous fictional fantasy characters and their characteristics. I stole it from someone's site. If anyone knows whose it is I will add an appropriate authorship. It is possible to argue with the characteristics for each of theses fictional characters. That isn't important. The important part is the relative comparisons. For my campaign, Nyonia, I provide the following rules and information for the players: Characteristics Combat Skills So far we have had everything from a well armed and armored knight (chainmail + breast plate), sword master (fighting with two blades), archer, and a martial artists/monk who fought with a pair of clubs/fighting sticks. Everyone had their moments in combat. Everyone had the crazy hard fight and everyone had the chance at a one shot.
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