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Altair

HERO Member
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About Altair

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    Very Powerful Hero
  1. That's a cool idea! A generation gap is probably not going to work with what I'm trying to do, but it's sound advice nonetheless. I might try a "snapshot" of a single event, just to see how that feels. That's not the worst plan in the world.
  2. Lots of good stuff from everybody thus far; I'm gonna unpack this bit. It's true! While I'm not entirely certain what the play base is going to look like, or even if this game will wind up happening - I've also pitched a post-apocalyptic adventure, and offered to run the Infinity RPG - the players in question seem to like my stuff, and should be pretty comfortable with my style. They'll have more experience with me than with HERO, and would be signing up for something significantly more narratively-focused than the dungeon crawl-heavy stuff they're also involved in. Addition
  3. So, I'm looking at possibly running a Supers game starting up this fall. And even though I'm working on another RPG that (should hopefully) provide robust support for the genre, I'd like to run this game in Hero. Mainly because: The project I'm working on isn't done yet I like Hero At least one of my potential players is super into Hero People have been playing Supers games in Hero for years - there's a lot of wheels I don't have to invent So, Hero. Specifically, Champions Complete. Hooray! Problem: I'm having serous anxiety about running HERO. My GM'ing style is highly improvisati
  4. Yeah, that's pretty much exactly my intent. I feel like the title sums it up - if you want a simplified sheet, this might be useful (as it is for me.) If you're thinking "how will I fit everything I need on a simplified sheet?" then it's probably not as useful to you.
  5. (Crossposted from the Hero System forum, after the highly sensible recommendation to come here.) So, my beloved S/O has decided that she, along with another dear friend of ours, wants to GM something in the Eberron setting. For a variety of reasons, they're considering Hero, probably Fantasy Hero Complete, as the system for this endeavor. I was wondering if anyone had taken a swing at this before, or if there are any recommendations? A couple things to note: This is not supposed to feel like standard D&D. Both GMs harbor a burning hatred for D&D in general, and are de
  6. @Shadowcat & Pattern Ghost For sure, Killer Shrike has a ton of great stuff going. I'll check back on some of his stuff, for sure. Also, I'll drop in on the Fantasy Hero Sub, thanks.
  7. So, my beloved S/O has decided that she, along with another dear friend of ours, wants to GM something in the Eberron setting. For a variety of reasons, they're considering Hero, probably Fantasy Hero Complete, as the system for this endeavor. I was wondering if anyone had taken a swing at this before, or if there are any recommendations? A couple things to note: This is not supposed to feel like standard D&D. Both GMs harbor a burning hatred for D&D in general, and are definitely not trying to replicate its feel They want different kinds of magic to feel different. Wizards, So
  8. I'm becoming increasingly pleased with physical props of this sort. I used Sentinels of the Multiverse damage tokens for Champions, and I've since picked up various poker chips for tracking different things across different games. Speaking as someone who loves character sheets/spreadsheets on my laptop, and tends to go all-digital more often than not, there's something deeply satisfying about tangible representation. I like poker chips, because they've got a solid heft to them, and it can be very gratifying to plop down a stack of chips at dramatically appropriate moments. Which makes
  9. So, as a bit of a community outlier, I'll advocate for the devil: I'm not sure that Supers and Hero are the best match. (takes cover) Everybody still here? Gonna read further before declaring me Baron Poop of Incontinence Town? Let's assume yes I thoroughly, thoroughly enjoyed the CC supers thing I ran, as did the players. Incredible amounts of fun! But, we did nickname those sessions "wargame Wednesdays," because the amount of granularity and attention to detail benefited most from big, tactical action/combat scenes. That were fun as hell - let's just be clear on that point - bu
  10. In introducing Hero to a group of people who hadn't played it before, I got a decent view (albeit in a small sample) of people's introduction to the game. Frankly, if not for my rampant enthusiasm - made all the more notable, given how far outside my normal preferences Hero is - I doubt it would have caught on. Complexity is not, in its own right, value-added, and Hero is plenty complex. Again, not dealing with people who were new to the hobby, unintelligent or uneducated. But the question with a new system is always going to be one of investment vs. reward. It's not that Hero is part
  11. Yo, I just left Cleveland not too long ago. I ran the Cleveland State University gaming club for a while - you can probably still find some people around that scene. Some really good people out there, though a lot of the local community is more LARP-focused, which is not everyone's thing. Also, welcome everybody!
  12. I'm constantly amazed at how much presentation can make a difference. I've found that a lot of people don't touch Hero because it seems so... I don't know, obtuse? I was, and in some ways am, one such person. I can do the math, and rather enjoy statistics - I got a masters in a statistical discipline, mostly for funsies - but I hate hate hate doing bookkeeping or any heavy mathematical lifting during an actual game. Other people barely notice, but I just get kicked right in the fun. Thus, anything that abstracts away things so I don't have to worry about them, and presents the i
  13. This is awesome, thanks. These are all really good ideas, which is what I really need; scaffolding upon which to build, and an understanding of what some completed buildings look like. It's worth noting that stimming up, then having several days of downtime is a pretty established thing for military deployments in the setting. It's a Science-Fantasy setting - the people who are taking these drugs are borderline immortal - so big boosts and a big crash are expected. She has described it as "a cocktail of stimulants that would absolutely kill anything that wasn't already immortal." It's
  14. Hi! So, my S/O is thinking of running a game in her Dystopian Space Opera setting, which features - among other things - soldiers using seriously crazy combat stims that allow for an incredibly high level of performance, and then leave them out of commission for a couple days. She has expressed some interest (possibly at my prodding) in using Hero for this, which is great. Problem: I'm not even sure where to start with these combat stims.
  15. SFX: Blood? Just build the powers you'd like, and that's the way they're manifest. A fire mage with fire emerging from his staff might have: Pyrokinetic Blast: Blast 8d6 (40 Active Points, 20 Real Points); OAF: Staff (-1), SFX: Fire/Heat The character you described might have this power instead: Hemokinetic Blast: Blast 8d6 (40 Active Points, 20 Real Points); OAF: Spiked Knuckle (-1), SFX: Blood. Does that sound about right?
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