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About Anaximander

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    Powerful Hero
  • Birthday 10/03/1967

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    Short Story and Poetry Writing
    Reading History, Philosophy,Science, Theology, Business & Leadership, Classic Literature, and Science Fiction
    Active in Volunteerism
    Gospel Singing

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  1. This is definitely an issue I have been struggling with a strive to seek a game that I would like to run and play. I am a business major with interests in creative writing, theology, philosophy, behavioral sciences and so forth. As a person who is just trying to be the best person I can be, I place a lot of valuable in expanding my understanding of reality. As someone with creative interests, I also take that view when studying stories regardless of whether they come from books, movies, or whatever. The negative result is that I tend to over think things and make things more complex than they need to be. The positive result is that I do have a better than average understanding of different points of view regarding reality, and I feel that I do an above average job of interpreting things. As someone who has an interest in creative writing using roleplaying games as a medium, I tend to put too much in my games. My dream campaign for the Hero System is very involved. But, more recently, I have been wanting to take a simpler approach and just aim at having fun with RPGs. To that end, I am looking at systems that I call fast and friendly. I have a general distaste for class and level systems like DnD, but even with simpler systems, I am having problems finding players who are interested in games that are wide open for creative freedom. I think a lot of the problem is too much access to personalized and immediate entertainment. There is no fighting and compromising of control of the only TV in the house. Instead, everyone goes off to watch their own devices. Looking back at my own life, I can see how I would have liked having that opportunity when I was young, but I also see how I benefited from not having that option. It forced me to occasionally watch stuff I didn't want to watch forcing me to expand my bubble awareness out of my own selfish interests, and I learned that it was necessary to make compromises to get along with the people around me and to cooperate with others. When I finally was initiated into roleplaying games, I brought that with me. I knew how to compromise with other players and the GM to get what I want, and because of being exposed to ideas outside of my little bubble, I could bring in ideas from even those TV shows that I didn't like when I was younger. The question for modern roleplayers is how do we compete with an instant access, me first style culture that our society seems to be spawning? I admit that issue is bigger than just who controls the TV and affects more than just the roleplaying culture, but if pen and paper tabletop RPGs are still going to be a thing, those are thoughts that we will have to consider. On the positive side, I am noting that many in the younger generation are starting to see the emptiness of that lifestyle and are becoming disillusioned and are ready to seek other options, and I believe that tabletop RPGs can be a part of the solution by creating a sense of community that I feel that the younger set is hungering for. I think it will involve baby steps pulling people out of the self-centered lifestyles they are suffering under, and to that end, if RPGs are going to a part of the solution, faster and friendlier systems would need to be created and promoted. Unfortunately, I don't really have any answers as to what that might look like. I have been looking at old systems I used to have and at new systems that are coming out. Some of them would be easier to implement than others. Also unfortunately, I think systems like Hero and GURPS might be a little too advanced for the current generation though I think the current generation has the emotional capacity to get there.
  2. No, I haven't really gone as deep with the Hero System as I would like. There is really no opportunity to play the game in my region and am primarily pursue it because it fuels my imagination. Consequently, it is hard justifying too much time and expense for the system, but if there are already models to work with, like the supplements you mentioned or the books that Bushido mentioned, it would represent a good place to start.
  3. The Amazon Queen has come to conquer man's world and bring it under complete Amazonian rule. She will stop at nothing to complete her mission even if she has to destroy her counterpart and conquer her fellow Amazons to do it.
  4. If you are referring to me, I haven't heard of it. I got the idea from a book I read from in a Native American lit class.
  5. I happen to work as a housekeeper in an operating room. I've seen surgeons and surgical staff put it in long, hard hours and still keep going; so, I would think some sort of capacity to deal with fatigue. I figure maybe increased CON for the purposes or resisting sleepiness and fatigue and/or Life Support: Reduced Sleeping.
  6. Going back to the introductory adventure idea, another strength of Hero is the way you can use it across multiple genres. You could write the different adventures in different genres and to make a cohesive story you could make it surrealistic tale across time and dimension and the players wake up in different realities as different people with different memories. Once the adventure is done, you could even apply the XP to the characters the make for their first character in your actual campaign.
  7. I take the view that the character sheet is nothing more or less than a kind of contract between the player and the GM. If a player chooses to spend points on something, I treat it as the GM having the obligation to on occasion make that something helpful in player. If a player wants his character to be a grandmaster chess player, he can give himself PS: Chess Player 21- for free. If he wants to use his chess playing skill as an activation roll on his ability, he would of course have to spend points, or if he wants to spend points on the skill just because, I might right a scenario were he has to win a contest with an opposing chess player or allow it as a complimentary skill in situations where strategy is in important. If a player takes points on something, the GM has permission to make it into a problem. For instance, if a superhero maintains a secret ID but didn't take the complication then that character will unlikely have any problems associated with maintaining a secret ID, but someone who takes the secret ID compilation will have to occasionally deal with nosy neighbors or explaining to the boss why he's always late. As far as OCMV goes, if I have no plans to have the trait to be valuable, I will allow players to neither buy nor sell points. If they don't have an obvious need to for it, but they either buy or sell it anyway, then I will interpret it as a desire to have it be an issue in play and work up some ideas. I can envision mentalist/gadgeteer hybrid characters who design all their equipment to function based on mental attributes, or what about an entire alien race who designed their technology around mentalism. You could come up with a scenario where the players have to blast through base defenses using only captured mind guns that function entirely off of OCMV vs DCMV attributes.
  8. The Star Trek game I originally mentioned uses a similar function as fate, but there are two pools; the shared momentum pool for the players and the threat pool for the GM. Players use momentum to create advantage in play, and the GM uses threat to create complications. There are multiple ways of increasing both momentum and threat in the game. One way of increasing threat is that if you want a particular character to be a little more ominous the GM could add to the threat pool every time said character comes into the scene. I have had problems with players treating characters that were supposed to be scary like punks when I wanted the players to at least be a little nervous when they were around. If the players could see the GM putting more beads into the threat pool every time a certain character shows up, maybe, they would show the correct level of concern. For example, everyone should be a little concerned about the sudden appearance of Darth Vader or the Joker. For that matter, they should also be a little nervous at the presence of the tough as nails admiral.
  9. This is something I have thought about. The problem with Hero System is that its XP to CP ratio doesn't allow for a lot of granularity when it comes to rewards for roleplaying choices, IMO. I have been looking at other options for rewards such as free background skills, free contacts, and free boosts to reputation for good behavior. My mind is blanking on terms right now, but their options where characters can have points that allow them to alter dice rolls and sneak out of bad decisions. I have considered offering resources as rewards. For example, if one of the players showed respect for the law and law officers in the adventures while the rest of the players openly flaunted the law and mocked the law officers, the player showing respect might getting a free contact with one or more officers or receive police powers or some such (Assuming that getting along with the police is a trait you want rewarded in your game.)
  10. What are the concepts that should be most emphasized in starter adventures for Hero System? For me, the attraction to Hero and similar systems is not being shackled to the class and level concept of DnD, but I am not sure if that is where I would start for an introduction; however, I would think that pushing the idea early would be the best way of getting there. With that in mind what kinds of pregenerated characters should be designed? Characters built strait from the archetypes or hybrids that have a good spread of options at their disposal?
  11. I while back I bought the starter box for the Star Trek game by Modiphius. It came with a 5 pregenerated characters, a pregenerated ship, and a collection of simple adventures written to highlight how the rules were played. The adventures basically function like the beginning of a computer game where many of the early missions are entirely based around system of play and exploring the game world. At first, the old school gamer in me took a little umbrage at using ideas from a computer game in a tabletop game, but after I cooled down, I realize that the idea is actually quite genius. From a gamemastering perspective, I tend to like less than common games, and I often tend overwrite my campaign worlds. I want to give players as much information about the rules and my campaign world as I can before they invest time and energy in creating characters, but I don't want to sound like a college professor explaining rules of the game and the subtle nuances of my game world; so, what if I borrow the Modiphius model hand potential players some pregened characters representing the full scope of what my game is offering and run them through a series of simple scenarios to highlight elements of gameplay as well as familiarizing themselves with the campaign world before the put their heart and souls into creating their characters. From a player's perspective, I don't know how many times I have been the introducee. There have been many times when I started as a player under a new GM and wished I had done character creation a little differently after starting play. Has anyone else considered doing or have considered starting a campaign this way? If so, what are your thoughts? And, while on the subject of taking concepts from one game system and applying them to another, what concepts from other games would you or have you implemented in Hero, and what concepts from Hero would you do likewise for other systems?
  12. I am primarily invested in 6e, and I like it. I have considered co-investing in 5e to improve my chances of actually getting into a game. The big issue for me is that I live in small population zone, and though there are more gamers than there used to be, they tend to prefer games where you roll your characters than they do point buy systems. I have and have had multiple gaming systems that I would have loved to either run or play, but I tend to the odd man out in my area. I am kind of hoping to have some success with Modiphius' new Star Trek game though I guess that doesn't help Hero Games.
  13. You can't overlook the way adrenaline can make people super human sometimes. I'm not sure how one would do an adrenaline surge unless you assume that everyone has a suppressed Aid power that can kick in under extreme measures.
  14. I think this biggest problem with creating a DC cinematic universe versus a Marvel cinematic universe is that Marvel has always felt and read like a consistent universe; where as, every title in DC was practically its own sub-universe. I don't think that is necessarily a bad thing, but it does make it tough to put characters together on the screen. I don't think it would be impossible to do a DC cinematic universe, but you would probably have to go the Arrow/Flash TV series route and build it up with its own particular rules.
  15. It seems to me that villains like that should be treated as more of a plot device than an actual character and should be handled with a lot handwavium much as one might do if someone were writing an adventure around a natural disaster or something. The aren't actually intended to beaten but reckoned with.
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