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Roter Baron

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  1. Question from one continent away: What happend to Jill Stein's campaign? When I was in the States during the summer she was oracled at 5 to 10 percent maybe. Now I don't hear anything about her anymore (at least in Germany) but for some strange reason about some guy on the right who came from outta nowhere and could be the guy who takes votes from Trump. Is that by any chance the libertarian who didn't knwo who, where or what Aleppo is? So: What happend to Stein? Who is this candidate out from the cold? And who, where or what is Aleppo? ;-)
  2. Kaeto is known as "The Lambada King" - in North Korea. He was the reason it almost came to open warfare between the North and the South when he mistakenly danced into a timemachine and danced into Lincoln's Emancipation Proclamation. In that timeline the South (C.S.A.) won because Lincoln was taken by the rythm and didn't end the speech. As a further result the North (Korea now - still following me?) became a Lambadacy when he returned and the South (of Korea) a slave-holding society (that is black American expats enslaving Koreans) who cannot stand lambada (responsible for their enslavement in the Confederate States of Canamerixo) and thus was on the verge of declaring an all-out nuclear holocaust on the North AND Canamerixo. Only the triple power of Doctor Who, Doktor Why and Doctor Because-I-say-so could stop this mess and make the world and the timeline whole again. "Sane" is unfortunately still out of the window ...
  3. Johnny Applessed tried to advertise his very own apple juice with the slogans: "The apples for juice grow by Johnny's whim. Apples for my pay. Johnny Appleseed knows." and "Who knows how many seeds where in the apples I used for this juice? - Johnny Appleseed knows." Of course he is now hidding from THE SHADOW's wrath for his sorry plagiarism - as I told him before. Well, next time listen when the Hun is talking, my seedy friend! P.S.: Answer to the last riddle is 98 by the way.
  4. Danke schön! And "odd" and Hadmar von Wieser - fits like a glove.
  5. Once, we told one player: "If your character would not be a player character, he would be dead by now!" - He was playing a necromancer on his way to immortality/ lichedom/ devildom, was one of the family (we were all barbarians) but had turned away from all our common customs and culture and looked down on it all. And he made quite frequently comments that he saw us as expendable barbarian scum fit as sacrifices if the need called for it (but usable in the meantime). We choose to adress it on a meta-game level because we are all in for a good time and not into the "I kill the other character's guy becaus ethat is what my cahracter would do"-routine. But the enjoyment of your game and your own character really suffers if you have to play him always agaisnt his usual inclination. End of story: The player of the necromancer got into contact with the gm and the gm figured something out how to get the necromancer ot of the picture in-game (he was taken to hel in a botched ceremony! - or maybe it really worked and he ia now one of the princes down there) and the player joined the group with a new character - a civilized demon- and with-hunter! And the game continued. But generally speaking: Either forbid a disruptive caharcter from entering the campaign - OR allow him to suffer the consequence. Including waking up and finding a dagger in your breast rom your "beloved" comrades you screwed once too often. There is a reason why most criminals don't live to long or to free.
  6. In our late Champions campaigns we had TONS of characters who had overconfidence - and my group totally agrees that nobody played it correctly till we now see Stefan play it in Savage World of Solomon Kane (Stefan has been one of the two "surviving" members of this group who has belonged to it since 1983, so he did his fair share of "overconfident" supers before): He plays a mean but loyal French fencer (with overcofidence). In yesterday's game the group tried to get to a crannog (an artificial wooden island/ fortress) in the middle of Loch Tay in Scotland to stop an immortal pictish sorceror to overrun Britain with ghosts and spirits when their boat was attacked by an undead, ghostly plesiosaur. So Frenchie jumped onto the back of the beast, stabbed it with his dagger and was thrown into the lake - and he can't even swim! He made it back to the boat (sheer luck with the dice) but bought for the others a round or two which they could use to line up their attacks to kill the giant critter. And when asked if he thought it a very clever idea to jump on the ghost-saur when he could not even swim the character's answer was: "Why, I never meant to jump into the lake, I jumped on the plesiosaur. I wanted to kill the critter, not take a bath. So, swimming had never anything to do with my plan!" THAT is overconfidence well played and worth all the points (and in SW bennies)!
  7. Jackie Chan is not overconfidet, even though he did the most outrageous stunts - but only with dilligent preparation and after aquiring the skills to do them. He is confindet in what he does but I have seen a quote of him saying that he would not do bungy-jumping becaus ehe considers it too dangerous (and unnecessary). Buster Keaton centainly had a certain level of overconfidence as had Harry Houdini - both were very very dillignet and capable but considering some of their stunts (like the falling house-front that misses Keaton by maybe an inch) the things they did were quite dangerous. You need some overconfidnece to do that. I think if something is only possible if everything workd exactly as planned and you (almost) never shy away from the task even though the risk is extremely high and harm may be serious or deadly but there is still a certain possibility that you can pull it off - then you are overconfiddent. If you do stuff that only work out if the stars are right and Cthulhu is still napping on - you are either stupid or suicidal or both. Thta wouldbe maybe "On the edge", "Deathwish", "Never considers any risks". If you do it only if you have prepared the ins and outs twice and then made sure that the deck is stacked in your favour - that is just good planning of a person who is confident in his own abilities. No points for that.
  8. Glorantha HERO would be great! But I would not outrule Palladium Fantasy - not anymore, since Mister "My system or bust!" a.k.a Captain TradeMark did a deal and now there is a hugely successful kickstater for Savage Worlds RIFTS. Of course, here we have a setting with a very enthusiastic fan-base coming together with a rules system that is one of the most popular and prolificly published. But since the Pally fantasy system is outdated and sub-par but the world quite interesting and long-standing there might be a chance.
  9. "Heroica" sounds rather silly - there MUST be a better name for a GERO fantasy game. But in general I agree that calling each and every genre-book "This-and-That HERO" wasn't the best idea, even if the aim was to create an easily recognizable brand of games (HERO on the outside, HERO inside). "Danger International", "Justice Inc." breathe way more fun and life than "Modern HERO" or "Pulp HERO" - and Dark Champions is a misnomer for a game that is not vigilante crimefighting. There must be some kind of Champions in it. James Bond is not a "dark champion", "THe Wildgeese" is not a "dark champions" movie. So let's see: Modern - Danger International Pulp - Justice Inc. Superheroes - Champions Fantasy - The Age of Heroes, Heroes & Half-Orcs, Empires of Wonder etc.(depends on the world that is presented) Urban Fantasy - New London Tales Horror - Blood Moon Rising, Under a Blood-Red Moon, Dial "H" for Horror, In the Darkest of Nights SciFi - To the Stars and Beyond And each with the label - Powered by HERO.
  10. Getting back to the question of: How can we get more people playing HERO? Yep, a 7th editioned (more accessible, streamlinge etc. whatever) would be fine but isn't goning to happen. Tasha said something about doing it on our own. Well, more power to you guys ut it certainly ain't me. So, what we have is 6th Edition (which is far away from bad!). Let's support that one! How? Well, one way that made SW very popular and accessble are FREE ADVENTURES READY-TO-PLAY. What the forum needs is a adventures in the Download Section - with a big signe : Adventures - this way"! And free basic rules in pdf (no artwork). That way a potential customer could get the rules and play! I put one of my PULP adventures in the pulp section and I have about three or four that I wrote for contests in Germany (even one a price or two!) that I could easily convert to Fantasy Hero, Horror/ Urban Horror Hero, Champions and Western Hero. I guess you also have stuff like that on your computer somewhere. I think that would help ina substantal way to draw more people to HERO. And each could help and participate.
  11. I have gmed Conan D20 till 14th level, a LL campaign that started at 1st level and ended at 15th, a D20 Modern campaign that lasted till the Sc reached 12th level and played D&D in the 17th to 20th level range. So, I would say that I am quite experienced with high level adventures. Still By-the-Book-PF kills me! I once tried (for an adventure that I wanted to write for a possible publication) to build the biggest and baddest Red Dragon that the system has. I gave up after one hour of crunching the crunch and statting the stats. And the critter wasn't even close to be finished. I could have done that with HERO in that time easily - espeacilly with a Monster Handbook handy that basically gives me quite imposing dragons that I just have to make more imposing and dangerous. PF has a lot of crunch and rules and extra rules. But it's all pre-made. That seems to be the advantage.
  12. What I like about 6th Edition is that it did away with figured characteristics, Now it is possible to build Stoneman the Wall with Dex 6 (being four tons of wieght and having 6 inch broad fingers really kills your fine manipulation and agility) but with an OCV of 12 and DCV of 4 (nobody misses him but his oversized hands seldom miss either). In 5th and 4th edition a reallyy molasses slow brick has Dex 14 - or the equivalent of a quite good gymnast.
  13. Some brought up the BBB-approach and Tasha mentioned getting Instant Change back. I think that is the approach that HERO should take. And more so. Back in the days I thought of GURPS as inferior to HERO when it came to Build-IT-Yourself because HERO is (or at least seems to strive towards) a rules engine that you can us etobuild any effect in multiple ways. You look at the "effect" the power has and then look up the pwer that describes the effect best regarding the rules. I still think that HERO can do the best. BUT: No many people really want to do that. And even more really don't want to have to do that to play the game. So WHAT if some powers or talenst do not cost enough or too much? Building a flashlight in HERO for The Dark Detective is basically a nightmare - and then: Why not just get OIF NIghtvision goggles (with UV- und IR-Vision) and be done with it? Sure, it's not a flashlight and it won't light up the area like Change Enviroment, but it's less of a headache and cost not END. Instead just add a "Gadgets" department and put there "Flashlight - 1 point" and be done with it! "Combat Reflexes" gives +5 to DEX to act first. "Increased Comabt Reflexes" is +10 DEX to act first. Like Tasha and someone else said - more finished parts, less tinkering. And the real key to success is: Good gaming material! And that is what HERO is lacking. I really hav eto admit it, but the last Champions adventures for 6th edition were less than inspiring (just my opinion) and adventures for all other genres basically non-existent. MHI was the only exception and the short campaign a good start but not material that would anyone really tell their friends about "that cool campaign". If you ask me for my HERO favourites I would say: 1. Dark Champions 4th Edition + Justice,not Law + Muderrers' Row + Underworld Enemies + Hudson City Blues - KICKASS Vigilante gaming! Shadows of the City was also very good, if a little to "super" for my taste but still very good if you like more punch in your Dark Champions setting 2. Western HERO 4th Edition - some glaring mistakes in the stas of some creatures non-withstanding (scorpion!) a very good approach to the genre and a very nice adventure 2. Fantasy Hero 4th Edition - great essays, great background, all you need 3. Pulp HERO 5th Edition + Thrilling HERO Adventures + Masterminds & Madmen - best is Thrilling Adventures. Pulp HERO is the best supplement for 5th edition AND includes all its shortfalls: WAY too long, giving you several mouthful of well-researched information - and not much you can use to readily use. M&M has nice ideas but mostly sub-par illistrations. Still good stuff. 4. Champions Villains Volume I-III for 6th Edition - BEAUTIFULL! Best Enemies Books EVER! 5. Clasical Enemies for 4th Edition - basically the same as 4 -but shorter and most approachable and useful.
  14. Tasha is right: SW is good because the Settings and Worlds are interesting and "ready to play", not book that tell you: "Here is Fantasy HERO - a great toolkit for ALL KINDS of fantasy campaigns. Now read it - and build it on your own!" That's like looking were a place to live and be shown an place, the material, tool and a plan to build your onw house. Nice, if you hav ethe time and the know-how and the will to do excatly that. In the end you have your onw custom build house. Most people would just rent a flat and be happy! One think I half disagree with Tasha is to simply transfer the "one rulebook" approach of SW to HERO. At least in Germany they sell the SW-rulebook in English (Explorer Edition) for €9,95. The German edition goes for the same price, the so called "Gentleman's Edition is a hardcover, German edition of the rules that included many, many old rules option that aren't in the Explorer's Edition any more and sells for € 19.95. At prices like it doesn't even make sense to shoplift them! So, you have a ruleset that you can get for less than 10 €uros (or less than 20 if you really want it all), which include one fantasy-adventure (or five adventures of different genres) ready to plan. Plus you have dozens of Adventures free for download! That should entice gamers to buy the book who are just interested to see what SW is all about. Now add one supplement with a originla world AND a campaign that is also ready-to-play and the NEXT YEAR of gaming is down. all for less than 50 €uros! Since HERO has to compete with universal systems like that the price of the basic rulebook is very important,
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