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massey

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massey last won the day on July 25 2017

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  1. That's why I said secure corridors, not high traffic areas. Your guards can carry a rake or something to even out the sand after they walk through. You'd alter the internal design of your castle so that there were multiple secure passageways like that. You could also have just more locked doors, with guards on the other side. They won't open the door unless they look through the peephole and see a person there.
  2. I'd think that a quick, cheap setting/game that uses the bones of the Hero System could be relatively successful. The point would be to create a game that is easy to learn, fun to play, and catches the eye. Suppose you make a little 80 to 100 page softcover book, Terror at Camp Blood (which happens to have been the original working title of Friday the 13th). And let's say the game is meant for one-off game sessions when your regular GM is gone, or you're between campaigns. On the cover you have a picture of a lake, with trees in the background, and a man's leg and boot in the foreground. The man's arm is visible, holding a bloody axe. People are swimming in the lake, and haven't noticed anything amiss. This cover clearly communicates what the game is about. Everybody already knows what they're going to find within, and if you keep it at like fifteen bucks, people who are interested in horror will buy it. The game itself uses basic Hero mechanics. Str, Dex, Con, OCV, DCV, Body and Stun. Eliminate things that aren't necessary. Trim as much as possible. We don't worry about MCV. We don't worry about the Speed chart. Anything we want to take from that can be given a simple mechanic that takes place behind the scenes. Have some pregen character stat blocks (Jock, Nerd, Cheerleader, Stoner, etc) where each one has a bonus in a particular area. Don't separate out any genre rules, those are an integral part of the game. Those are the rules. There can be actual Hero mechanics behind everything, but they'll only be presented within the structure of the specialized game. For instance, each character may have 3D6 of Luck, only when they go out in the woods to look for their friends. The killer may have Detect: Skinny Dipping. Characters may also have 3/3 Combat Luck, only when they're the last one alive. None of these things are going to be spelled out in Hero terminology, they'll be called something appropriate to the game. The whole thing should work as a complete stand alone game. People familiar with Hero may say "hey, I know what this is..." but everybody else should just think it's a fun little game. Build fun game mechanics that are appropriate to the genre into the game itself. If you smoke pot or get naked, you get a "blood point" or something, and the more blood points you have the faster you get killed. But maybe there's a reason why you'd want to gain blood points too. But you'd have a carefully hidden Hero mechanic that guided this (like an Aid or something) that formed the basis for how it worked. You just wouldn't call it that. Have a note in the front of the book, "this game uses the Hero System mechanics, but you don't need to buy anything else. Terror at Camp Blood is a complete game by itself. The Hero System itself covers more genres (from fantasy to superheroes) and can be modified extensively, but TaCB is all you need to play slasher movie mayhem." At the very end of the book, you might have a little paragraph breaking down the Hero rules that were used in the game.
  3. I'm going to suggest more conventional defenses. How common are these powers, and how exactly do they work? So shrinking, can everybody do it, or is 1 in 100 considered "common"? Can they shrink valuables as well, or not? If a shrinking guy can go down to 4" tall, slip under a door, grow again, grab the gold, shrink with it, and then leave, that's different than if he can't shrink the treasure along with him. If everybody can shrink, I'd just build my house for a 4" tall family. Realistically, castle design (and wealthy home design) would just have tighter design standards. You wouldn't have any gaps that a 4" person could slide between. For invisible people, I'd suggest that secure hallways have several inches of sand on the ground. If somebody walks down the hallway, you'd see their footprints. Guard dogs would bark if they smelled something they couldn't see. For teleporters, I'd put a fence more than 40 meters outside my castle. Build the castle on a hill, and have the fence at the bottom going around it.
  4. You know, a Stephen King rpg would be cool.
  5. Hela would probably be the best candidate. We don't really know what happened to her after Surtur destroyed Asgard. I mean, we presume she died, but we don't really know that for sure. Or what death means for a goddess of death. Still, I don't think they should bring Thanos back anytime soon, if ever. It makes Iron Man's sacrifice mean a lot less.
  6. If I was in charge (and had lots of money to blow), I'd make some little stand alone games, with a stripped down version of the Hero System in each of them. A fantasy game with pre-made spells (and no Powers section), a horror rpg where characters are competent normals, etc. Hero would run in the background, but really it's about nice looking art and a cool theme. See what sparks interest. If something sells well, bring out supplements for it. Don't try to convert people to a new religion just yet. Instead let them have fun playing the game, not reading a set of encyclopedias to figure out the rules. Then, eventually, you come out with Hero System 7th edition. Much thinner than the double volume 6th. Hero System -- the game you've already been playing. Something like that.
  7. So, I think the answer depends on how effectively normal people can deal with super problems. If the most dangerous guy in the world has a 60 Str, 18 Dex, 5 Speed, 25 PD and ED, with 15 resistant, then maybe specially equipped cops can take him down. You lure SuperBubba into an evacuated part of the city and you rain down grenades on his head. But if Ultron is out there, you have no choice but to let the supers take care of it. The problem I had with Civil War (both the comic and to a lesser extent, the movie) is that the governments of the world have no answer at all when a supervillain decides to rampage. Sure, you know who the Avengers are, and maybe you can get the drop on them when they're sitting back eating shawarma and taking a break (at least some of them). But you have no answer at all for Loki, or really any of the other villains. Putting restrictions on heroes, trying to control them, just means that you keep them from doing their job. Ultimately you end up drifting pretty far from the superhero genre if you really want to push it. If the government mandates that all superheroes register with them, and undergo training, and basically get drafted, would people be superheroes anymore? What happens if Clark Kent decides not to put on the costume? Oh he can still save people in burning buildings and things like that, but what if he just wears blue jeans, a leather jacket, and a ski mask? And then he doesn't stick around to give interviews, he just flies off. I think more government regulations would just drive a lot of stuff underground. There wouldn't be official superhero teams, and people wouldn't wear costumes. They'd just wear regular clothes with a disguise. I'm not sure that's preferable. Or people would just not be superheroes, and the villains would run wild for a while, until the police and the politicians threw their hands up in the air and begged for someone to help. Then you can't really put conditions on how the heroes choose to help. "We'll let you help, if you tell us your real identity." And the hero is like "well, have fun fighting Doctor Cannibal by yourself, a-hole."
  8. Isn't that just... running two turns back to back?
  9. If you own the property, theoretically you could sell it again. It probably doesn't make much difference if you're talking about making a few PDFs and putting together a Kickstarter to hopefully get a print run of your next game supplement. When you're scraping by, it doesn't matter. But if you're talking about hitting it big (like White Wolf did), you've got the book sales but you no longer have the IP behind it. Realistically it probably isn't that important, but when you're looking to invest money it sucks to know you've got a hard cap on how much you could earn from it.
  10. The problem with developing the Champions setting is that theoretically, you're just enhancing the value of something you don't own. I'm sure Cryptic would be perfectly happy if Hero Games poured a bunch of time and money into the Champions setting and made it really popular again. That would make them more money. Now, I don't know the terms of the sales agreement, but it may be possible to separate Champions the game from Champions the setting. The company could possibly decide to create a new setting from scratch, something that they would own. Of course that means leaving behind Dr Destroyer, VIPER, and a lot of the other pieces of the Champions history. It might even mean leaving behind the idea of a team named "The Champions". That would all be determined by the conditions of the sales agreement between them and Cryptic (which, obviously, I don't have and haven't read). I think you could still create a well done Marvel/DC combo universe, but who knows how well that would do in the modern RPG environment. -- I see a few possible avenues if Hero Games really wanted to get back in the game. All of these, of course, would require a significant investment. 1. Find a well known IP that is somewhat stagnant at the moment, but that might have some appeal to fans, and that you can get for cheap. (Is anybody doing anything with the Texas Chainsaw Massacre at the moment?) 2. Try and guess the next big thing. Get an IP that hasn't hit yet and hope it blows up big. (Find some Young Adult book series that hasn't had its movie deal yet) 3. Pick a genre that appears to be underserved, and do a generic version of it. (All Flesh Must Be Eaten did this with zombies -- can you find the next zombie craze?) With all of these, I think you need to be willing to run a bare bones version of the Hero System. Use only the most needed parts, ditch the rest, and produce a slick book in color that's customized for your setting. If you're not willing to do that, don't waste your time.
  11. What would I do? I would play 5th edition where this problem doesn't come up. But really, we're talking about a very small number of points. It's easy enough to save like 6 points by cutting costs in other areas. This is one that seems to set off certain GMs, and if I had one of those GMs, I'd cut costs in a different place. For instance, if you've got 50 meters of Flight, why do you need all 12 meters of Running? You could sell it down to like 9 meters and save a few points since it's not your primary method of movement. But I really don't see it as a big deal, particularly in a superheroic game.
  12. Rainbow Archer had a 35 Dex. But isn't that also kind of the point? Stats will vary tremendously based on what genre you're in. So, let's take Slasher Movie World. Halloween, Friday the 13th, Nightmare on Elm Street, etc. In Slasher Movie World, everybody has straight 10s. It doesn't matter if you're the star athlete, the nerdy kid, or the slut. The only person who can put up any kind of fight against the killer is the Final Girl. The biggest, brawniest guy will flail about ineffectually as soon as the killer shows up. In such a movie, the physical differences of the normal human characters are diminished. Maybe they might range from an 8 to a 13, but that's it. Everyone is stuck in an ultra-low powered genre, except for the killer and the Final Girl. They're the only ones who really deserve real stats. However, think about the original Spider-Man movie. Specifically, I'm talking about this scene (1:10 into the video): Flash Thompson punches hard. He dents in the locker. I remember people at the time commenting that he might have killed Peter with that punch. To properly portray Flash, you should probably give him a 15 to 18 Str, and maybe a couple of martial art maneuvers.
  13. I'm sorry, but I think you're never going to get agreement on this. It's heavily dependent on genre and people's own campaign standards. For instance, people are arguing about real world weight limits, and completely ignoring Seeker's 25 Str. That's certainly their privilege to do so, but it shows we've all got different preferences.
  14. I can't tell if he's hitting anything or not, but that's an awesome way to store your arrows.
  15. The Ultimate Brick from 5th edition says that your lifting amount represents the weight that you can barely pick up off the ground, stagger for a step or two, then drop (page 9). Same page they say that a deadlift gives you 90% of that. So that maybe gets you to a 22 or 23 Str as a real life max. Now again, that's the really real world. Characters in action movies and other cinematic heroes could still be "normal" and go higher than that.
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