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Fry Daddy

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Posts posted by Fry Daddy

  1. My funniest one --- Players fought a team of villains who had a female mentalist as a member. Later, I forgot about that and rolled the team out again with the same mentalist as a male. The group said "wait a minute -- last time that was a woman!" I disagreed and told them they were mistaken, which they completely proved me wrong with their notes. After that, anytime I threw a mentalist at them, it came up --- are you SURE this is a man/woman?

     

    They got a lot of mileage out of that one.

  2. Okay, Hero faithful, I need some assistance building a "Portal Gun" in 6E.

     

    The player wants a gun that can create portals, similar to the villain Hole from Marvel Comics. Portals he can use to merely teleport from area to area; move from location to location (some megascale movement), be able to "portal in" things such as shooting a portal above a fire-based villain to dump water he portals in from a body of water, etc.

     

    Any good ideas on how to build this? I'm usually pretty good at coming up with how to build things but this is stumping me somewhat.  Any help is appreciated.

     

    Also, I have another player who has gloves that can summon musical instruments and gear (normally only his powered magic stuff if/when it isn't immediately handy) but when available and useful potentially any music instrument.

     

    Any ideas on how to build that as well?

     

    Thanks, all!

  3. It has a few sample characters (The Champions and some foes). A helpful part of the book is chapter 5, as it has sample templates with power sets and complications for a variety of super-types such as brick, blaster, metamorph, etc. It talks about superhero campaigning in general and gives guidelines for playing in the different comic book "ages", i.e. golden, silver, etc.

     

    Here si the table of contents if that helps at all:

     

    Chapter One: Truth, Justice, and the American Way: The Superhero Genre

    Chapter Two: With Great Power: Superhero Character Generation

    Chapter Three: Comes Great Responsibility: Gamemastering Champions

    Chapter Four: The Champions

    Chapter Five: The Champions Sourcebook

  4. I like an odd number so if there is a difference of opinion on something, you can vote and not tie.

     

    I've run games with as few as 3 players and as many as 15. My preference is 5 or 7, so we have a good cross section of archetype mixes, i.e. bricks, mages, martial artists, speedsters, etc. without combats taing entire game sessions..of course that happens anyway...

  5. The silliest episode of my game was "How Foxbat Stole Christmas". Foxbat captured Santa Claus (the real one) and replaced him with an impostor until Santa made have his elves build Foxbat a magic Foxcentipedebatmobile. The players took it in stride and really enjoyed it.

     

    I love running holiday specials.

  6. Okay, I need some help.

     

    I am using windows 10.

     

    I have downloaded the zip file to  C:/users/seanr/HeroDesigner.

     

    I have unzipped the file.

     

    What is now in the directory is:

     

    DefaultPrintTemplate.hde

    DefaultPrintTemplate6e.hde

    HD6 (winRar archive is the file type)

    HDDocs (pdf file)

    hdlogo (PNG file)

    herologo (jpg file)

    HeroSystem_6eLogos (jg file)

     

    So..what do I click on to run the program? I don't see the jar file everyone is talking about.

     

    I have the most current version of java.

     

    Thanks.

  7. Shadow, I've done the same thing, using a GMPC to teach game mechanics. I slowly phased the character out as the players gained experience. I typically do not enjoy them, as I have plenty to do on the other side of the screen. I feel like I short change my players if I divert my attention too much.

  8. The Bronze Age was also a time for experimentation and the rise of the indie labels. Marvel and DC started and canceled many new titles during the 70s and early-mid 80s, and Pacific, Eclipse, and other smaller publishers began. ONe thing I enjoyed from the Bronze Age was the constant attempt at new things -- New Gods, Shade the Changing Man, Marvel Premiere, Marvel Spotlight, new rise of horror (Tomb of Dracula, Werewolf by Night). I guess what 'm saying is don't tie yourself to one type of adventures. Have characters that cover a wide variety of backgrounds so you do cosmic stories, streetwise stories, supernatural stories...

  9. I can echo what most here have written already. Anything I run into via TV, movie, novel, news article, even song lyrics, can be inspirational for a plot hook. The skill of active listening is key as well --- as our esteemed colleague above, Christopher Taylor, mentioned --- players will give you ideas as well. The best thing a GM can pick up during conversation at a game table is "it would be cool if".

     

    Don't be afraid to use anything as inspiration, and be prepared for plots to take on a life of their own away from what you've planned. One of my life skills at the game table (and in my profession) that is very handy is adaptability -- go with the flow and your games will be so much more fulfilling for everyone.

  10. The Bronze Age is my favorite, followed by Silver and Golden. Most of the Iron Age stuff was just BAD, and the modern/cinematic age is so commercialized now with how stories are structured for graphic novels, over the top political correctness, and endless "events" and reboots I just can't warm up to it. I do enjoy me some Invincible, though, since it has a great late silver/bronze age feel to it.

  11. I'm working on something similar for a campaign universe I am aiming to publish but I call it the Atomic Age --- the years from 1951 - 1956. Lots of sci-fi hero types, magic types, some giant insect/animal menaces, etc. alongside the rise of the Commie Scare.

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