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Beowulf

HERO Member
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Everything posted by Beowulf

  1. I never got the hang of a speed chart. Just called the segments and let a character chime in on their phase. We resolved dex at that time.
  2. Take two premade characters from the books and have them fight. Then a couple others and have them fight. Then make one of your own to try against one from the book. Then have a couple of your own fight. Go through all of that and you will be as prepared as possible for not having played previously before you GM, and the session has a good chance of going smoothly.
  3. I use color coded folders. Once for NPCs, one with a summery of PCs, one with an overview of the campaign and key notes to keep my head straight and a generic reference where I have assorted material that I have acquired over time, such as generic maps, name lists for various genres and such. In my campaign folder the first thing I have is an overview of the game. The flowchart mentioned earlier is a great idea and I might switch to it. Then I have more detailed notes on the different parts of the story/campagin, and then I have any maps, charts or misc. info at the back. Taking a second to put a piece of paper back where it belongs can sometimes buy a little time when you need to work out a response to a situation, and you can quickly get to any type of info you need. The big drawback is the papers can get spread everywhere if you don't stay on top of them, and if things do get out of order you can find yourself wasting game time.
  4. Someone suggested I post my method for dealing with precognitave characters, fortunetelling and such in my campaigns. The method is actually very simple, just follow the first rule: The future is unknown until it is known. In other words if a character is silly enough to look into the future and ask if they will ever defeat their arch-rival, I decide the chances of success (usually low) and roll secretly to find out. Then I make a note of the results and exert my control of events as GM to guarentee that future comes to pass (faking rolls of the dice as needed). If that means the enemy kills the character, then his days are numbered, unless something grand such as another character sacrificing their own life happens. Once I roll my dice and know the future myself, fortune telling skills then have a chance of finding out what that future is based on whatever mechanic is in play. Usually the players decide very quickly to leave fortune telling alone except for getting the most general advice, or for the most critical circumstances where they want a specific path guarenteed closed or open.
  5. The most common story of the gladiator: A crowd, dust, my foe Sweat and sun, glint of copper, thrust. Surprised, my blood flows.
  6. Soft skin and hot blush. A caress, a touch, a rush. Exhausted we sleep. With a cry we wake Cries cross our sanctuary Our child is hungry
  7. Derek Hiemforth is The great hai coup spamming king His posts are very many
  8. Right now I AM my own gaming shop... And I will be certian to add that book to my inventory. Thanks for the responses, and please, keep your eyes open for any content like that if you will.
  9. Looking for something streamlined, like taking every simplified option listed in the Hero book and put it together, in combination with pre built powers so you wind up with "Hero: Quick and Dirty" Thanks for the pointers, but I think I'll have to keep building it.
  10. Ok, I really do love the system. It is amazing. Awsome. No need to defend hero, we all know how fun it is. Now having said that there are a couple things that I hope can be addressed. Has anyone come up with a way of decreasing the curve with regard to stats and break points for character optimization? Is there somewhere I can go for Hero LIte? Specifically I am looking for 'plug-ins' along the lines of what is found in the current champions. Pre generated stats and abilities that I can mix and match to my taste without having to build it all from the ground up are what I am looking for, for more then just the Champions setting would help a great deal. Sorry if this has been done to death in other threads, I did a quick scan and didn't find anything.
  11. A driven crusade Our manifest destiny Should always be peace
  12. A young tender child With no mother or father Did not give me thanks I saw a flower Where nothing should ever be Hope blooms eternal
  13. Interesting thread. Let me address it by talking about something he posted some time ago...
  14. You could always buy it as AVLD hardned armor, and call the explosive part a special effect.
  15. I would like to see more resources like are found on fan sites on these boards. Make the more of an all around resource. Still nice to be back on herogames.com
  16. I would not make the characters pay points for the mecha, but I would say that each mecha required a set of unique skills. It is easy to come up with four or five different classes of mecha, and require a seperate pilot skill for each, then the weapons, then skills for the transformation if appropiate, sensor skills, electronic skills, computer skills to interface and use the other skills, skill rolls to use martial arts with the mecha... and on and on and on. Sure they get a 500 point mecha, but they darn well better be able to use it. And naturally you can say the skills apply only to a specific mecha, and give huge penalities if they try and use a different one.
  17. Oh and as for game play, the ghosts are stuck in 'reality' although from time to time they may move more into the other world, for the most part they will be learning how to deal with the same world in a different way. They can try and fight crime, investigate wrongdoing, protect the innocents and generally pursue bad guys in a whole new way if they wish. Or if crime fighting is not to their taste they could dabble in politics, pursue a social agenda, or perhaps try and even re-establish themselves in the world. The characters themselves could be anything from a minor god that someone has started worshiping again to the stalwart group that finally put an end to Mechanon, and paid the ultimate price.
  18. My fantasy hero campaign is under way and going well, but I am just not satisfied yet. I am thinking of starting a web/email based campaign. Let me know what you guys think, and if anyone wants to try it, send me an email @ markwp@northrock.bm First, everyone gets a 450pt character. Complete background, history, etc. they start with an experienced and skilled Hero. Second, everyone dies. Then the game begins. Based on a mechanism that I will not inform anyone of yet, the ghosts of the characters can try and affect the physical world. Experience will be in the form of greater success at using old abilities and greater control over your ghostlike condition. Death means you are dissapated and need to try and reform. Depending on how seriously your energy is dispersed, it may take some time to reform. The campaign will be loosly set on an alternative earth getting ready to launch it's first manned Mars mission in 2000. The game will be loosly chronicled at my gaming website, and I am still trying to decide on a medium. So far yahoo voice chat has worked well for me, but this may be restricted to email and the occasional chat room style session. I am openly requesting players on the web because I am looking for people who prefer roleplaying over other styles (I like other styles of play, but the setting and format will need people focused on character). My usual players just can't stop power-gaming/meta-gaming, and this game would require a lighter touch .
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