Jump to content

lou_tennant

HERO Member
  • Posts

    189
  • Joined

  • Last visited

Posts posted by lou_tennant

  1. Anyone _could_ be a contact, and you'd be surprised some of the contacts that have cropped up in 'our' campaigns.

     

    • Stock-broker
    • Fence
    • Taxi driver
    • Fireman
    • Bar worker
    • Reporter
    • Librarian
    • Lab Technician
    • Gym owner
    • Quarter-master
    • Antiquarian
    • Various celebs - race-driver, film star, author, anchorman
    • Gardener
    • Criminal

    It really depends on the circles that the characters circulate in and what social groups and/or information that the character may need for the scenarios/campaign.

  2. I have done this in my current campaign, and decided that 'special effect' was the important part and replicating that was more important that constructing it as a set of powers. So I worked on creating a set of 'rules' by which the virus operated, rather than building individual powers. One of the reasons that I decided a set of rules was important was the fact that a good medical professional could (with enough victims/carriers) be able to breakdown the timeframes involved and then extended this into developing one (or more) cures to slow/reverse/eradicate the virus.

     

    I shall dig out the exact rules I put together and post them up.

  3. I think you're on the right track in writing things down from the villain's point of view. I know I long ago stopped plotting adventures based on "what the characters will do" because player characters NEVER EVER do what you think they'll do. I'm not alone in using this approach, and I think it's helpful.

     

    I decide who the bad guys are for the plot.

     

    I decide what they want to accomplish, and how they plan to do so (what resources they have--men, material, information, etc), and a rough timeline. If the plan goes perfectly, how do they think it will play out? How will they avoid arrest? How will they prevent a successful investigation after the fact?

     

    Since no plan survives contact with the enemy, I decide how they'll respond to interference. How will the bad guys react when the heroes get involved? Or the cops? Will they patiently retreat, regroup, investigate these new players and plan anew? Try to bribe/scare off/extort/murder them? Run away? (It depends on how experienced/motivated they are.)

     

    I work out a few possible plot hooks so I can bring the players into the adventure.

     

    And then...I play it by ear. Since I know how the bad guys will react to most likely complications, it's fairly easy to tailor events to what the players decide to do. It also means I don't have to hope the players will follow any given lead or path. If they go chasing off after a wild goose I will give them a nudge in the right direction to avoid a boring, pointless session, but otherwise I let them choose their own path. If you have a number of plots in play, sometimes the players can't stop them all, or must choose which ones to focus on. Sometimes that means the bad guys succeed at something; and that's not a bad thing, it gives your world some verisimilitude, and shows the players that their decisions have consequences.

     

    And it's a lot easier on the GM than trying to anticipate the wacky thinking that PCs often engage in.

     

    My approach is pretty much the same as this, I know what I am like as a player, especially for thinking no where near the box (depends on my character of course) and looking for unusual ways to do things.

     

    I also take in to account that as GMs and players differ in their intellect/cunning that the characters they represent I feel I have to make allowance for this when I GM - if the villian is a super-scientist with high IQ, then there is plenty of things that he will think of that I (as humble average-IQ none-sciency-type) will not be able to think of. The question then comes down to how clever are the PCs by comparison.

     

    This has to be 'by ear' as the players think of things to do, could/would the villian have thought of this - even if I did not - then act accordingly.

  4. I use customised (by player/GM/genre) HTML outputs from HD. That way I can include what I want/need depending on necessity. I have posted a variation on the 3-column compressed (that includes the BIO bits), and also on the ultimate supers one.

     

    I am currently working on several:

    • Justice Inc / Pulp HERO
    • Fantasy HERO
    • Modern (sort of conspiracy/aliens amongst us) - something between standard Danger International & Dark Champions 5th
    • A Cyber-HERO-ish for a campaign converted/converting from ICEs Cyberspace
    • A new Champions one
  5. I now have the original artwork files from Keith Curtis and the permission (from HERO) to post them on here.

     

    I need to work on some of the files and export to usable formats for a variety of purposes. Once I have done this I will get them uploaded and post back here with links to help promote their existence. 

  6. Hello all, from a newbie to the forums. :)

     

    Years ago I played Champions and I was very happy to see that Champions Complete was out on Amazon, so I quickly snagged it (along with the three Champions Villains and the Champions Powers book) (Not sure I'll need the Champions Powers book, as I couldn't see inside it, but I figured what the heck!) :)

     

    I'd like to start a campaign at my LGS and I was going to refresh my memories about the game system (as well as learn of any new changes/additions/omissions). I'm eager to browse through the new book(s).

     

    A couple of questions, please:

     

    1. I know there is a sheet at the back of the book that I could copy for my players. However, it's somewhat hard to make a copy, as the book doesn't fold back nicely for most copy machines. Is there a source online where I might obtain (even purchase) a sheet/PDF that I could print out? I did find some free sheets at various sites (e.g. rpgsheets.com), but I want to make sure they're the most up-to-date.

     

    2. In the old system, they had a great template where players could draw their characters' costumes. Is there anything still like that around? I reckon I could just rummage through all my old Champions materials and cut and paste (with actual scissors and glue! ha!), but thought I could ask here for any online resources I could download and/or print out.

     

    Also, since I did mention it... will I get much use of Champions Powers (the book)? I probably should have asked this before I ordered it, but any insight and/or advice would be appreciated.

     

    Thanks so much for your help!

    Ted

    Hi Ted,

     

    With regard the character templates you mention in point 2, I think that I have scans of all of the original templates from way back, so I could upload them - unless there is a legal reason that I can't.

  7. Interesting.

     

    A personal project I have been working on is a more accurate conversion of characters from ICE's Cyberspace and also a HERO equivalent of the character generation/creation process from Cyberspace. I have been using my copy of CyberHERO 4th as a partial reference for this.

     

    Still relatively early days (and I am looking at 5er rather than 6th) but I could be interested in helping out if there is anything useful I can offer,

     

    I had been thinking about Net-running as I wasn't sure I liked either CyberHERO nor Cyberspace ways of doing it enough to go with them as they were. I did come across this; Kazei 5 netrunning, on the web and thought that I might take bits from this and the other two and work something out.

     

    One of the key tasks that I knew I would need to tackle was building the cyberware and equipment to support the genre, I was going to ask on here today if anyone had done this already for 5er and would mind sharing the HD file(s) with me and/or uploading for everyone's benefit.

  8. I see three basic approaches:

    1. Don't give extra XP, but allow partial rewrites. Complications might have changed. Skills have been forgotten or degraded from disuse. A Character could rewrite his 20 Year old guys into a 40 Year old guy with first signs of aging, while still staying at the same total points.

    Yes, Obi-Wan did learn the whole "reappear as a ghost after death" thing, but both he and Vader got older (and slower) regarding lightsaber combat.

     

    2. As 1, but also give some XP only for non-combat stuff. If you use "Resource Points" (APG I), they could be spend for that. But mostly they are towards Perqs and new Skills (like PS, KS, AK). But even that could fall under rewrite. After being 20 Years in Arcadia you knowledge of Middelheim (where you Character originall came from) might have reduced to a 8-.

     

    3. As 2, but also give some freely useable XP. But that has the biggest danger of "the old guys" hanging off any newcommer.

     

    I have been looking at a combination of the above.

     

    They have X amount of free time to develop whatever they want - so some free EPs.

    Their career has moved on so skill have adapted to suit this - some reduced, others increase and a few new ones learnt - so allocated EPs and/or restricted EPs.

    They have aged, without mystical intervention, this has an effect on us all and it becomes harder to maintain your physique as you get older - once again some adapted RP distribution, and possibly increased cost using the Age Disadvantage - though some EPs will be assigned just for characteristics.

    Alteration/Removal of Disadvantages is possible, and working with the player to build this into the storyline in the intervening years.

    Also some EPs allocated to contacts, resources, etc.

     

    I accept that the older characters will have more points, but that is always the case with characters that have been played for longer. I am also being careful that the older (more experienced) characters will have a different role/skills within the storyline.

     

    After all, if you are not 'down with da kids' then I don't care how many points you have, some things you won't get a chance at 'old man'.

    • "Yo, Grandpa, what you doin', you don't belong here." Whilst the junior member gets a different response; "What'cha need Bro, sure thing I'll let you know."

     

    The balance I am working on will be how players can apply their characters points distribution to tackle things in a different way. Also more experienced villains might have become 'complacent' or 'over-confident' with their network of contacts and resources on tap - only to find it accounts for nothing when the main good-guy is staring them in the face and is younger and fitter.

  9. Interesting... when I saw the heading 'basic hero system' I was thinking that (in my mind at least) this would be [predominently] characteristic and skill based only. When you start building powers it ceases to be 'basic'.

     

    If you want to try HERO on for size and allows others to do so, you could do worse than run something heavily skill based. The players could get used to how the skills work, basic combat and what disadvantages/complications are without worrying to much about 'powers'. It could still be very open regarding genres.

     

    I once ran a one-shot Medieval murder-mystery centred around events at a noble wedding. My primary references at the time were; Cadfael, The Name of the Rose, and perhaps a little more bizarrely (given it was set in 12th Century Cornwall) was Se7en.

×
×
  • Create New...