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bcaplan

HERO Member
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About bcaplan

  • Birthday 04/08/1971

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    http://www.bcaplan.com

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  • Biography
    I'm a tenured economics professor and a dad of twin boys, which means all my games are during normal business hours!
  • Occupation
    Econ professor

bcaplan's Achievements

  1. Re: Doesn't anyone like low-powered campaigns? Both the games I just ran at GenCon were low-powered. The first, Juche, was a high school horror game. The PCs (a cheerleader, a drug dealer, a math teacher, and the principal) had 75 CPs, and were built to mimic the main characters in horror movies - normal folks who somehow managed to survive through most of the story. The other, Punctuated Equilibrium, was a Post-Apoc story about ordinary DC residents trying to survive the end of the world. The PCs (a dentist, a street punk, a Secret Service agent, and a Senator's daughter) had 150 CPs, but a lot of the points were spent on powers and skills the players didn't realize they had until they had a chance to use them. I've run both stories several times, and they're a lot of fun. When I have a little time, I'll probably write some more...
  2. When I was running some Hero sessions at GenCon, I found it hard to explain the system for ability checks. (What part of less or equal to 9+Score/5 on 3d6 don't you understand?) On the other hand, the grapple rules seemed pretty intuitive - roll d6 per 5 points of Strength, count the Body, and compare. Which got me thinking: Why not replace the standard 3d6 ability check with a (d6/5 pts + count the Body) rule? Not only is this mechanic manageable (it's a lot easier to count Body than Stun), but it also makes Ability vs. Ability contests a snap. If you've played Hollow Earth Expedition, you might notice that my proposed mechanic is similar to HEX's "count the successes" method. But the count the Body method seems especially good for a generic system like Hero, where some characters really should be able to perform ability feats that are virtually impossible for lesser men. Any thoughts?
  3. I've long thought that Transport and Weapon Familiarities are overpriced. In particular, it seems like it's usually a waste of CPs to have more than a few common Familiarities, because you'll rarely use them and you don't get a price break. Here's an alternative system I'm using that seems to work: For 2 CPs, you get Int/10 Transport or Weapon Familiarities. For every additional 2 points you spend, you double the number of Familiarities. E.g., if your Int is 20, you get 2 Familiarities for 2 points, 4 for 4 points, 8 for 6 points, etc. Adding Languages: I drop the complex Language rules, and just have PCs buy "Language Familiarities." 2 points makes you fluent in one Language/10 points of Int, 4 points gives you twice as many, and so on. Pulpy Bonus: For the price of 5 Familiarities, you can buy a "mystery" Familiarity. In essence, you get blank slot that you can fill in whenever you like. This allows a PC to suddenly announce that he actually knows how to speak the language of the Maoris, throw bolos, or drive a tank. Of course, once the PC reveals the mystery slot, it's no longer flexible. Any thoughts?
  4. If you were playing a time travel RPG, what are your top 3 space-times to visit? Please limit yourself to Earth, pre-2008 AD. And just to make the challenge more fun, let's rule out Nazi Germany and the U.S. Civil War.
  5. Re: Best Graphic Novels to Inspire a Campaign? I suppose its more Urban Fantasy than Champions, but Fables is not to be missed. And Y: The Last Man is a great take on post-Apocalyptic Hero. There are lots of great Dark Champions-type works: Sin City of course, but also check out 100 Bullets, Human Target, and Scapled. Personally, I'd love to play a one-shot game based on Wimbledon Green: The Greatest Comic Book Collector in the World, but I fear I'm the only one!
  6. What is the least action-packed Hero (or other RPG) game you have ever GMd or played-in? Has anyone ever done a violence-free (or almost violence-free) RPG inspired by, say, The Office, Seinfeld, Desperate Housewives, or Arrested Development? My sense of pacing keeps telling me that violence-free RPGs just can't work. You need to have at least one violent confrontation every 3 hours - and a bloody climax - to make the story work. The only exception I've experienced is Pandemonium, where "getting the story" satisfyingly replaces combat. At the same time, Hero's generic system keeps inspiring me to question my preconceptions about what kind of an RPG can work. For example, a recent one-shot Horror Hero game that I ran convinced me that an RPG with mundane PCs can be a great success. Anyone care to share his experiences?
  7. Has anyone ever run a Horror Hero game without any supernatural element? I ran a one-shot naturalistic horror scenario, and it worked very well. One player even said it was the most truly horrifying horror game he'd ever played. But perhaps there's the rub. Naturalistic horror is just too scary. Supernatural stories play to our sense of "of course this could never really happen." Thoughts?
  8. In most of the Hero games I've heard of, you can't use the Persuasion skill on a PC. (Furthermore, you rarely get to use Persuasion against a main villain). This bothers my sense of symmetry, but it's easy to see why people play this way: Players want to decide what their own characters do, not be at the mercy of persuasive third parties. What is to be done? Here's an idea I've been toying with: Explicitly state that some characters (PCs and main villains) are immune to Persuasion, but let them take Susceptibility to Persuasion as a Disadvantage. You could tailor the Disadvantage to e.g. "Susceptibility to Persuasion by Beautiful Women" for extra flavor. Since this would be a chosen trait, the player who took it would probably have fun with it, and so would the rest of the group. At the same time, it allows the GM to design an occasional main villain who can be reasoned with, seduced, made to feel remorse, etc. What do you think?
  9. Re: Flexible Active Point Limits: What Do You Think? My thinking is that if players want higher AP limits, they can pay for them with their XP. But of course if you wanted to raise them for everyone, you could just give a CP refund to everyone who already paid for it.
  10. Re: Flexible Active Point Limits: What Do You Think? True enough, but one of the main benefits of having a point system is to cut down on the amount of eye-balling the GM has to do. There's no formula complicated enough to capture all the synergies, but I think adding an explicit cost for AP limits gives a better summary of a character's power without raising the computational complexity very much. (In contrast, we could switch from linear pricing of attack powers to quadratic pricing, or something along those lines, but the extra computional complexity just wouldn't be worth it. See http://www.herogames.com/forums/showthread.php?t=51289&page=3).
  11. One of the main trouble spots in the Hero system, as I see it, is that there is a strong incentive to pour a lot of points into one really big attack power. Since you need to exceed someone's defense to do any damage at all, weak attacks are virtually useless. This, presumably, is the main reason why a lot of campaigns impose Active Point limits. The trouble with AP limits, though, is that they lead to a high level of uniformity. If you have a 60 AP limit, then every well-designed character is going to have a 60 AP attack. It might be a 12d6 Energy Blast, or an 8d6 Armor Piercing Energy Blast, or a 2d6 Autofire RKA with 1/2 End, but it's going to have 60 APs. This is where my proposed solution comes in: Give PCs a "standard" AP limit, and let them pay points if they want to increase it (or give them points back if they reduce it). For example, suppose you run a Superheroic game with a standard 60 AP limit. This you get for free. If you want a higher AP limit, however, it will cost you, say, 3 CPs per +1 AP. If you want an 80 AP limit, you pay 60 CPs purely for the option to buy powers with up to 80 APs. Similarly, if you are willing to reduce your AP limit down to 50 APs, you would get 30 CPs back to spend any way you like - as long as none of your powers exceed 50 APs. What do you think? Does the 3 CPs per +1 AP price seem reasonable? P.S. You could easily adapt this system to other systems with similar problems, like Mutants and Masterminds.
  12. I'm turning Amore Infernale, one of my favorite story arcs from my Champions campaign, into a graphic novel. Here's a teaser poster: You can read the first two issues at: http://www.bcaplan.com/amore.htm
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