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RPMiller

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Posts posted by RPMiller

  1. Yeah, it's definitely not a California only thing. I just returned from a trip down under, and in Christchurch, there is a lovely park that stretches along the river, but then you look at Brisbane and you see a much grander scale of what a "river city" is. The entire city is built on and around the river with a massive park that stretches along the river and contains museums, botanical gardens, etc. just like Mark Rand described in Pittsburgh.

  2. On 3/28/2019 at 8:07 AM, steriaca said:

    Goldrush Games might want to talk to the Head Men of Hero Games before they start work, just to get the "official" word on it all. Then proceed with whatever they have handy. I don't think it is automatically unusable if it is the two big books vs one book, as the rules are at the basic level the same.

     

    Just a sidebar about conversion to the other book should suffice. And then only a small section should be needed.

     

    I think that since those conversion notes are already in the Champions Complete supplements, I don't think Gold Rush Games needs to do anything beyond mentioning to refer to it should the GM wish to use CC as their ruleset. No sense reinventing the wheel. That way HD can be used and make the process that much easier.

  3.  

    1 hour ago, steriaca said:

    I don't have Hero Designer, so I can't tell you.

     

    10 hours ago, Ninja-Bear said:

    Sterica I wasn’t aware of CC being “official” now by the GM gurus. If it is, great.  I just wanted to point out a possible problem. But I see it as no more of a problem than using Advance Players Guides too. 

     

    Sounds like it may not be canon then.

  4. 1 hour ago, Spence said:

     

    All those things are fine.  But generally on a city map to much will raise the clutter to a point the map isn't usable. 

     

    Look at part of a standard city map of New York.  This is perfect for an ongoing game.  Everyone knows how to read it and the GM doesn't have to try and notate the names of everything on the fly. 

    image.png.c88a59ac88370cf956cec3d1f7e9c0da.png

     

     

    A topographical map with street names may work if the clutter is kept low.  But once you start entering actual building and try to include height notation it can get unwieldy fast.   Maybe if there was a street map and a separate detail map.  But my guess is two maps of that quality that had to match would be cost prohibitive. 

    So something like this?

     https://www.google.com/maps/place/Lower+Manhattan,+New+York,+NY/@40.6951256,-74.0133206,1729a,35y,38.97t/data=!3m1!1e3!4m13!1m7!3m6!1s0x89c2588f046ee661:0xa0b3281fcecc08c!2sManhattan,+New+York,+NY!3b1!8m2!3d40.7830603!4d-73.9712488!3m4!1s0x89c259885419838b:0x2d39c2f6ed6db3c!8m2!3d40.7208516!4d-74.0006447

     

  5. 20 minutes ago, Spence said:

     

    I am so glad to see another version of San Angelo hit the street.  I have four of the books and the two short products and am really stoked to see another version being  made.

     

    But to the point.

    Detail is very important.  But for me one of the most important features is a usable map of the city and good area map of the areas around the city.

     

    The one RPG city that I religiously use for any modern game.  And by modern I mean the 1940's to near future.  That city is Hudson City.  And the biggest reason is the big map.  The county map frankly sucks as a resource, but that city map is awesome. 

     

    Why?  It has all the streets with names.  I say again it has a complete usable street map with names.  The blocks are there and major points of interest are marked like a modern physical street map.  This gives the GM solid and easily accessible locations while leaving all of the actual buildings/structures undefined and open for them to put their own spin in without having to worry about needing the players to ignore something.

     

    And one of the biggest points is the map (color) is of a high enough resolution you can zoom into any part of it, grab a screen shot and print it without it losing resolution when printed out.    I have a poster sized version I put in a poster sleeve that I lay on the table and people can write on it with dry erase without damaging the map. 

     

    I can really use the HC map in game by zooming in and grabbing locations for the scenario. 

     

    Trying to come up with logical street names over a campaign is not as easy as one would think, and having a map that actually has them really makes a city seem real.  When players look at the big map of HC on the table they see a city map, not a map of an RPG city,

     

    OK, the preaching is over :rockon:

     

     

     

    And does topology factor in at all? Heights of buildings, hills in the city, that sort of thing, or do you look at it more as a series of roads with locations?

     

  6. 33 minutes ago, steriaca said:

    Right now, it shouldn't be an issue. We all been told by the Hero Games gurus themselves to default to Champions Complete. The only real changes are mental powers (by removal of mental classes) and certain skills (which use to have "pick a specialization" as default, but now becomes more generic in nature).

     

    Of course this is a generation, as somebody will say "what about x?" and "what about y?".

    Has Hero Designer been updated to reflect this or does it have an option to enforce Champions Complete? As the person who will likely be creating all the characters in HD, the answer to that is pretty critical.

  7. 51 minutes ago, goldrushg said:

     

    Rumor has it that we're doing an update of SA:CoH. That being the case, we're going to need conversions of the old character write-ups to H6.

     

    PLUS we're going to need 6E write-ups for the NEW characters and updated characters (the "Where are they now?" gang, 'cause after 20 years people change).

     

    If you have the requisite software and are interested in doing conversions and submitting character files to us on spec, contact me (goldrushpub@gmail.com).
     

    I might be able to help with that. ? Yeah, I'm still around. Although I spend most of my time traveling the world these days.

  8. On 1/10/2019 at 8:05 AM, Killer Shrike said:

    Hero does have a bias towards the defender, but there are a lot of ways to adjust the system to any desired level of danger. I've mentioned it before on these forums, but I wrote up some coverage of what I called "Lethality Options" a long time ago and they are still relevant.

     

    http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeLethalityOptions.aspx

    Very well written and thought out, KS. Thanks!

  9. 10 hours ago, Killer Shrike said:

    The Hero System definitely offers more options than most game systems for dialing things up or down to suit a desired outcome, and in the hands of a skilled GM who knows what they want for the campaign they are running that level of control can afford a "better" result than if using a system that does not offer such tunability.

     

    However, while I've had a lot of success over the years using the Hero System for a wide variety of genres at a similarly wide variety of power levels and grittiness, I'm also not blind to the cost of the game in my time as the GM or the learning curve for the average player. 

     

    The question often isn't "does the Hero System do this better?"...to which the answer often is "yes" or at least "maybe". Instead the question more typically is "does this other system do it well enough and are there people who will agree to play it with me?". 

     

    If time and players were abundant, I would likely still be using the Hero System for everything. But as they aren't, often times I'm looking for the game system I can wring the most amount of fun out of with the least amount of effort. Sad but true. :(

     

     

    This is all so very true, KS. It's a shame that more people aren't willing to give it a go. The good news is that now that role-playing games are experience a "revival" (read D&D is cool), I think it is easier to get the "new," younger generation to give it a go. Both my son and daughter, obviously, have played Hero, and they both really enjoyed it and didn't find it difficult. But as you said, it is that "time investment" that needs to be made to really get in to it, and the time investment for the GM is often quite large compared to other systems.

  10. My son is starting a D&D 5e group and we've been discussing GMing in general, as well as playing, and just roleplaying in general. We started sharing various YouTube videos with each other and using those as springboards for more discussion. He sent me the following video, and as I watched it, it really hit home how the Hero System really does some things really right. There's mention of how HPs don't seem to really represent damage well. How there's no easy way to determine lethality. And the importance of discussing the campaign setting with the players. These of course are all things that I, and I assume many of you take for granted as non-problems when it comes to Hero. We've got BODY vs STUN and we've got campaign planning sheets that the group can use to define the campaign as a whole including lethality, and then we can easily exercise that via the types and amounts of damage. Sure there's always bad dice rolls that can happen and terrible player decisions, but as a whole I think Hero really handles the questions of lethality better. What do you all think?

     

  11. This has been a consistent trend ever since the early 2000s, possibly earlier. Ever since the comics started going "darker" with every character and group, society as a whole continues to relish in the "fallen hero" or anti-hero. Look at how incredible Deadpool did at the box office. Look at the difference between the Dark Knight films' successes versus the other DC movies... oh wait, that's an entirely different problem. Anyway you get the drift. Society has become so incredibly jaded by the constant stream of "bad news" that they've lost their hopes and dreams that the early comics gave us and promoted. Sure Marvel characters were always flawed in some way, but that made them humans with powers, rather than powers parodying humans. But I think that "flawed essence" grew out of control. That's what I liked so much about Cap America: First Avenger, it actually showed what a real hero is: the willingness to personally lose everything to save others. Now we just have jokes quipping from the lips of characters and that makes them "fun" and "good" because they make us laugh. Laughter dies, hope can last for an eternity if we don't let it go.

  12. Yes, Heruca has done a lot of work to get BRPG to be compatible with Hero, and is a very nice VTT. The only con I can think of is that it isn't free, but it is very feature rich and Heruca always listens and tries to make it better for everyone--speaking from personal experience of helping him get the Hero System supported.

     

    Note: I don't personally own Battlegrounds, so I haven't been able to playtest it with Hero. I'm looking at starting up a new campaign and as such I'm looking for VTTs again, and the reason I'm here. BRPG is definitely on my list.

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