Jump to content

SCUBA Hero

HERO Member
  • Posts

    3,138
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by SCUBA Hero

  1. Same idea, but now it's available (if not common) tech.

     

    Wouldn't have to start out military, either.  Remote surgeons.  Carpenters (any skilled craft, really).  Actual E-Sports leagues with regular Joes and Janes; the participants would willingly play for the money and/or fame.  Boxing/MMA.  Performances - probably not human voice, but instruments.

  2. E-Sports are quite popular; they even have their own section on the msn.com homepage.  That popularity, combined with the current fighting in Ukraine and some Cyberpunk ideas, produced the following RPG idea today (warning: this can get really dark really fast).

     

    E-Wars

     

    Imagine today or the near future, but with a neural implant and software that allows a remote ‘Gamer’ to control another person through that implant.  The person with the implant must give over control (“HotShot357 is requesting control.  Accept?”) and can resume control (with some difficulty).  This is used willingly by ordinary people to be more effective in local conflicts, mostly in third-world countries, or in desperate situations (a sudden, full-scale assault on a country), with oversight to minimize any potential abuse.

     

    At first.

     

    Inevitably, the software is modified so that control isn’t required and resuming control is very difficult.   Repressive regimes then put implants in unwilling subjects (first their own ‘undesirables’, then on ‘enemy’ civilians).  Now you’re fighting your own mind-controlled cousin trying to kill you.

  3. 20 hours ago, Christopher R Taylor said:

    However, even a 1-point familiarity with Fast Draw will allow you to pull this off smoothly and take only a half phase to fire..

     

    Ah, I had misread Fast Draw - I thought you had to roll to draw as a Zero-Phase Action, but it's automatic (no roll).  Thanks.

     

    So under RAW, untrained is draw/cock/fire - 1.5 Phases, while trained (Fast Draw 8- or better) is draw/cock/fire - 1 Phase with a single action revolver.  Using a double action shaves .5 Phase off of either.

  4. Standard times:

    Draw weapon - 1/2 Phase

    Cock a single action revolver - 1/2 Phase

    Fire - 1/2 Phase

     

    So, as most revolvers are single action, a character without Fast Draw skill cannot fire the same Phase as they draw and cock.  That gives anyone with Fast Draw a huge advantage.  (A double action revolver cocks and fires in the same 1/2 Phase Action.)

     

    Using the GM Permission note on p. 73, "a character can make a DEX or Fast Draw roll to cock a pistol taking zero phase, or to do so while on the move. A failed roll results in no special penalty, it just takes the usual Half Phase to cock."

     

    I'd allow a DEX roll at -3 (seems appropriate, as a 3-point Fast Draw provides the same roll as DEX and a Skill should always be better than a raw Attribute roll).  Under that, our gunslinger has a Fast Draw roll to draw his revolver as a Zero Phase Action; then if he blows that roll, has another Fast Draw roll to cock the revolver and still get his shot off during the same Phase.  Our cowboy (who has no Fast Draw Skill) draws and then has a DEX -3 roll (9-) to cock the revolver and get his shot off during the same Phase - if he blows that roll, he has to wait until his next Phase.

     

    Without the option, a character without Fast Draw simple cannot get a shot off in one Phase, starting from a holstered single action revolver.

  5. 5 minutes ago, Christopher R Taylor said:

     

    Yeah were it up to be there would be books in print and at game stores.  The problem is it costs a lot to print books up like that.  They aren't horribly expensive per book, but you can't print just a couple.  You gotta print hundreds, even thousands and hope you can get them sold to stores.  Who then hope they sell to customers.  Which these days?  I dunno.

     

    Understood.  Nonetheless, I can drive to my FLGS and see those books from other companies.

  6. PS238 is great as a one-book playable supers game using Hero System.

    Lucha Libre is great as a one-book playable wrestling game using Hero System.

     

    However, both of those have limited appeal.

     

    Widening Gyre is great as a one-book playable steampunk game using Hero System.

    Narosia is great as a one-book playable fantasy game using Hero System.

    Western Hero is great as a one-book playable western game using Hero System.

     

    I'm not sure how well the first two have sold; Western Hero (from what I know) is selling well enough to justify the project.

     

    Traveller Hero is great as a two-book playable Traveller skin using Hero System.

     

    I don't know how well it sold, or if its demise was related to sales or royalty payments or IP/licensing concerns.

     

    Supers have a broad appeal.  I'm trying to tap into that as the easiest/best way for Hero System to continue as a viable business (and yes, also because I like supers 😊 ).

  7. 19 hours ago, fdw3773 said:

    The first superhero RPG I ever bought was Villains & Vigilantes and I have a digital copy of Mighty Protectors, so I'm familiar with that system as well (granted, I never fully considered it a D20 system since it wasn't marketed as such like Silver Age Sentinels D20, Vigilance, or other fantasy supplements like Sword & Sorcery). My preference is also Champions also because of the depth of play available. 😀

     

    Well, it's not part of the DND franchise.  But it does use D20 for both combat and skills, so I consider it a D20 system.  Palladium uses D20 for combat and D100 for skills, so I consider it to be a 'modified D20' system.

  8. Other thoughts:

     

    Steve Jackson Games publishes an online annual stakeholders report:

     

    Steve Jackson Games: Report to Stakeholders for 2021 (sjgames.com)

     

    Some key excerpts:

    • SJG has 36 full-time staff and contractors, plus a few part-timers.
    • 2021 gross income was ~3.7 million, roughly $100,000 per person.
    • The company shows a small loss in 2021, but this is somewhat misleading as Car Wars 6E is officially a 2022 release.
    • Of particular note:  "GURPS On Demand. It has taken us a few years, but we're now at the point that our GURPS On Demand series offers over 100 titles as print-on-demand softcover books. By taking advantage of Amazon's print-on-demand tools, we can keep these books in print and make it much easier for GURPS players to get them . . . almost regardless of where they live! (Amazon prints as close to the delivery address as possible, so you don't have to spend too much on shipping.)"
    • Yes, I am aware that the Munchkin franchise is the economic engine that powers SJG and allows Steve to do some of the things that he wants to do.

    My main take-away here is, can Hero Games use Amazon's POD to get physical books back in print?  No, it's not the same as being able to go to your FLGS and see the books on the shelf, but it's a big step forward (IMHO) from pdf only.

  9. On 2/20/2022 at 7:43 PM, Christopher R Taylor said:

    Honestly I don't think a new book is needed.  We have Champions Complete, we have Champions Universe.  We have the upcoming folios of different fake nations created for the CU.  A new book would crowd an already puzzling bookshelf (what do I buy to play Champions?  The Hero rules 1 and 2?  Champions?  Champions Complete?  Teen Champions?  Dark Champions? et al)

     

    While I do think that using Champions Complete as the rulebook is well worth considering, I disagree that it would 'crowd an already puzzling bookshelf' - okay, yes as a crowded virtual (pdf) bookshelf in the store... as a physical bookshelf, not so much.  CC has 31 copies in stock (will it be reprinted?   I don't know.).  Champions and CU are out of stock (will they be reprinted?).  6E1 and 6E2 are out of stock and will not be reprinted.  Champions Villains Vol 3 (solo Villains) has 337 copies in stock, Vols 1 and 2 are not even listed as physical copies out of stock (the pdf's are there).

     

    Now I freely admit that as I am mumble mumble years old and remember when pdf's were not a thing, that perhaps I'm out of touch with what today's gamers want and a virtual bookshelf is fine.  But I do know that I can drive to my FLGS and see hardcopies of other RPGs on the shelves.  At one time, Hero System had a shelf as well.  Now, maybe I can find one or two books in the 50% off shelf.  For several years, not even that...

     

    A physical copy of Western Hero is beside my PC as I type this...

     

    On 2/20/2022 at 7:43 PM, Christopher R Taylor said:

    What's needed are playable, off the shelf adventures and campaigns designed to let GMs just jump right in.

     

    Agreed.  Would a combined rulebook and campaign/adventure book sell and bring in new players better than using CC and adding a campaign/adventure book?  I don't know.

  10. Look at Mighty Protectors (V&V 3.0).  It's a D20 based system with a point-buy system and consistent mechanics.  I think it works quite well for super heroes.  I *prefer* Champions, but there's nothing fundamentally wrong with MP.  I ran a one-off for my (Hero System) gaming group - a golden age simple scenario and combat.  They liked it okay, but prefer Champions.

  11. 20 hours ago, Duke Bushido said:

    We know that the ever-increasing complexity of HERO-- the thing I refer to as the love of the math over the actual playing-- is off-putting to a lot of players: it is the single most-common criticism of the system heard from non-HERO players.  It really only stings from V&V players, with the infinite charts....   :lol:

     

    I've said this before and I stand behind it; character creation is complex, the actual play of the game is not.  As evidence, look at Champions Complete - the character creation rules are 118 pages, the combat rules are only 18 pages!  Okay, that's not entirely fair, as Actions and some other items are not in the combat section, but still!

     

    Tangent:  Mighty Protectors (V&V 3.0) unified a lot of the mechanics and put in a point-based character creation system.  It's a lot less charty, and a lot more like Hero System.

     

    20 hours ago, Duke Bushido said:

    At any rate, I would like to suggest a _stripped down_ version of an existing location.  Some background, but less.  Some of the current situations, but less.  Some of the background characters, but less.  Some of the plot hooks, but fewer currently-happening plots-- something like the 4e books were (except Hudson City :lol:  ).   As Z said-- and I agree-- superheroes need the least amount of setting.  That's part of what puzzles me so much about the size of the Champions genre book (yes: I understand the required fan service to cover all the editions and follow the characters, etc, etc, bust _still_!  ).

     

    Get that "Setting" down to somewhere between 100 and 150 pages, period.  Then start a campaign book-- right in the same volume.  Narrow down on a specific few locations in the city, and a specific few characters who are going to be involved and a small handful more that are _likely_ to become involved, and that's it!  No more.  More than enough for your adventure, but we don't need a full write-up of the mayor or her chauffeur's girlfriend or whatever). 

     

    After thinking about it some more, I think having a stripped down location (Millenium City?  San Angelo?) is a good idea - new player, you like this city?  There's an entire existing book dedicated to it!

     

    20 hours ago, Duke Bushido said:

     

    If the goal is to attract new people, then I feel it is absolutely imperative that we do not "sixth edition" or even "fifth edition" those write-ups.  By _all means_ use existing characters: use villains from existing enemies books; use random NPCs from whatever random NPC books might be out there, but _simplify_ the build.  If your power has more than two modifiers, re-write it until it doesn't.  If you don't have at least one power without any sort of modifier, re-imagine the character.  This is entirely legal in 6e, but a newbie wouldn't know it by checking out the published material.

     

    I went back to Champions Complete and looked at the 6E Champions.  Only Kinetic has Powers with more than two Modifiers:  Super-Running (Megascale, Reduced Endurance, Only In Contact With A Surface) and Supersonic Finger-Snap (NND, No Range, Gestures).  Defender doesn't have any Powers without Modifiers, but his whole thing is that he's Iron Man a power armor hero and thus bought through OIF.

     

    New thought:  maybe have two character sheets, build and play.  You don't need the points displayed on the playing sheet.  That saves a bunch of space.  When I run convention games, I have character sheets that state what the game effects are (example:  in a Pulp Hero scenario [Nazi Death Zombies of the Congo!, available on *this very website*!] the Great White Hunter character has an elephant rifle.  Player doesn't care about the build (or if he/she does, I have the build sheet available and can share it), player cares about, "Good range.  Hits *really* hard.  Has two shots.  Takes time to reload, so make those two shots count."

     

    20 hours ago, Duke Bushido said:

    All Skills must be _broad_ Skills.  If your character is a Doctor in his secret ID, then he doesn't need skills in pathology, diagnostics, biology, microbiology, virology, pharmacology, business management, etc, etc-- he's a doctor; he knows "doctor stuff."    Don't get stupid with Perks.  Your doctor doesn't need "can write prescriptions" and "doesn't need to make reservations at a nice restaurant and "Authority figure."  He doesn't even _need_ "Medical License," but let it slip in because part of this project is teaching not just the use of the system, but that it can be a hell of a lot more simple than the last two rules sets would lead you to believe it is.

     

    Yes, make it easy.  Champions Skills - Defender looks overly complicated to my eyes.  Sapphire and Kinetic could be simpler.

     

    20 hours ago, Duke Bushido said:

    Ultimately, I'd shoot for a book of between 250-300 pages, 350 _tops_-- to give both an useable setting, some character write-ups, an over-arcing campaign plot,  and three or four smaller adventures within that arc-- enough for four to six sessions, perhaps?-- to create a book with both a setting and a useable mini-campaign.

     

    Then follow that thing up!  Follow it up with electronic adventures, if necessary, or do something akin to the Journal of the Travellers Aid Society-- and yes, I point to that publication instead of our beloved Adventurers Club because it was more than just a "here are some interesting articles and thoughts about the game and a couple of adventures," but because everything in it was canon, period.  Rules addendums, errata, adventures-- entire supplements!-- were printed in that magazine, and they were all canon.  As Traveller expanded and grew and republished, all of that was folded into the core materials.  (Granted: that would eventually become as problematic for Traveller as it did for HERO, but the point is that there was constant inexpensive support for the players even between "big" releases). Perhaps build the mini-magazine around a new scenario or adventure within the arc of the campaign, and put some interesting filler in the rest of it.  It doesn't have to be much more than the adventure, really.  Perhaps the adventure, maybe a couple of simplified additional NPCs, a "villain of the month" drawn from one of the enemies books-- whatever. The adventure and ten pages of fluff; keep it all digital to keep expenses down; subscribe to have it e-mailed to you.

     

    When the last adventure-- the one that concludes the campaign-- is published, gear up to publish a paper copy of the entire campaign for either collectors of those who didn't get on the list or whatever.  Heck, publish the book halfway through the run of the magazine-- whatever works.

     

    The launch directly into the next campaign-- either with a published book (in lieu of publishing the entire first adventure) or perhaps an over-sized e-mag that lays out the basis of the new campaign and includes enough for two or three sessions of the new story arc.  Publish-- in paper-- a 36 or 48-page saddle stitched (for those who don't know, this is the correct name for "stapled in the middle;" it hearkens back to when such small publications were actually sewn together using-- you guessed it: a saddle stitch.  :) ) mini-campaign (like in the setting / adventure book) that can be extended via regular adventures published in the e-mag.  When that's all done, repeat again.  Realistically, given the state of the American worker right now, I would think a quarterly publication with enough "adventure" to fill eight hours or so of table time would be more than enough.  Most of my groups can really only get together for two or three hours every couple of months these days; I don't know about you guys, of course.  You may be far luckier than us blue-collar types.

     

    Good ideas here!

     

    20 hours ago, Duke Bushido said:

     

     

    I agree with you.  Even today, I agree with you.  I feel like that about _every_ genre.  i will also say that it took a lot of time and some painful observations to see that I was wrong.  I didn't used to be wrong, but today's GMs-- DMs, whatever-- want exactly a prepackaged adventure with lore and colorful pictures and settings and probably maps; I don't know.  I used to love maps for battle areas and such, but I never got off on the "map of the city" or "the entire continent" or anything like that.  However, the new players _do_ get off on all that, and if there is any single marketing rule that I _do_ know, it's that it's really hard to sell a product that isn't something that your customer wants.

     

    The entire purpose of this proposed product is to bring in new players.  Lower the barrier to entry.  How do we craft a product that does this?

     

    20 hours ago, Duke Bushido said:

     

    Right.  And that's another complaint heard against it:   you can see its wargame roots so clearly.

     

    Now for me, that's not a problem, but in the words of a review someone posted a link to here a few days ago, Champions features a combat system that runs "like a very meticulous tax audit."  I know: every criticism of HERO's combat time dilation is met with "but it doesn't take that long!" or "not for me!" and so on, but facts is facts:  I can run through an entire meet, threaten, defend, return fire, defeat / retreat in Traveller in literally 1/6 of the time it takes to do that same situation in HERO.  part of it is the wargame roots, and part of it actually the part that allows HERO to do what other systems can't: simulate characters who are genuinely faster to react, faster to formulate actions and plans- than are other characters.  No other game I have ever played does this as well as Champions, and more than anything else-- more than points, or the fictional equality, or the 'get what you pay for,' the combat system is above all else the reason that I still stay.

     

    But it _is_ slower than any other system I have ever played (excepting possibly Aftermath, and with the admission that I have never played Living Steel or Phoenix Command or anything else with that much-maligned system at the heart of it).  We've all got ways to speed it up, but ultimately there are just more steps than there are with any other game I can think of at the moment.  I won't pretend I have a perfect solution for this, either, but ideally a way must be found to either accelerate combat or to really sell the positive side of the combat system.  Currently, it's the one part of the system that really does make the game feel old.

     

     

    I think "like a very meticulous tax audit" is an invalid criticism (however, it *is* a criticism and does need to be addressed).  I do agree that combat can and does take a long time; my group has had a combat or two where even we (who do enjoy both the system and superhero combat in general) were dragging.  But the actual play - "Okay Diamondback it's your turn." "I jump on the giant ape and punch it!"  "Okay it's the giant tiger's turn.  It swipes at Professor Polar."  The combat system *is* detailed (and IMO, simulates comic book battles very well) and I don't think that can be fundamentally changed without being not-the-Hero-System.  Some folks want less crunch, and Hero System will not appeal to them.  There are, of course, options to make combat more or less crunchy and these options are already discussed in existing books.

     

    20 hours ago, Duke Bushido said:

    I totally get what you're saying, but let's look at your list:

     

    Champions Complete, Champions Universe, a folio of fake nations, The HERO rules 1, the HERO rules 2, Champions, Teen Champions, Dark Champions.

     

     

    Which books on that list are actual complete and playable games?

     

    Now personally, I think Champions Complete is-- and I have been proven to be in the minority there, but that is because it is as complete as was the very first Champions: no settings, no adventures, no nothing but rules.  It's all I need, but as has been pointed out, today's gamers seem to prefer having at least a framework of a setting and some sort of solid, ready-to-go adventure right off the bat.

     

    Now you could by your entire list-- CC, CU, Folio, HSR1, HSR2, Champions, Teen Champions, and Dark Champions and still absolutely not have that.

     

    If I wasn't collecting-- if I was buying because I really wanted to take a shot at playing this game-- I would be beyond livid to have shelled out the money that collection represents and discover that I still hadn't actually bought a game!  While this is all armchair quarterbacking, the goal is to create an actual single book with a game that is complete and ready by the standards of the modern gamer.

     

    Lower the barrier to entry for new players.  Get new players in Hero System.  Live Long And Prosper.  I think a book that sets all of the toolkit options to a certain Supers genre and provides a setting and campaign will help do that.

     

    Again, character creation is the most complex part of Hero System.  DND - make a first level character.  Okay, I either roll or point-buy my stats (depending on the DM), allot skill points, select feats, spend money on equipment, a bit of background... ready to go!  Level up?  Roll for hit points, allot new skill points,  new Feat (at certain levels), stat increase (at certain levels), maybe a new level-based ability... done!  Hero - I have these XPs, what to spend them on??? It's so open-ended.  For example, in our current Golden Age campaign my Speedster wanted to buy a Power straight out of The Ultimate Speedster - "Cant Hold Me!" - additional Strength only for resisting Grabs and Entangles.  The experienced GM looked at it and said, "Okay, but only +40 STR instead of +50 STR, as that is in line with the campaign power levels."   But how does a novice (to Hero System) GM know that?  Make the campaign power levels explicit.  Discuss them more than is currently done - "8D6 is agent-level, not too concerning to the Heros unless in large groups, 10D6 is under-powered but will do some STUN, 12D6 is average, 15D6 is a powerful attack that will Stun and possibly KO with one hit."  Delve into the math (which 6E1 and 6E2 already do to some extent, and it goes back to early editions - I don't have the books available right now to point out examples.  Talk about averages and standard deviations (although probably not actually using the term 'standard deviations').

     

    I'm not saying make it as on-rails as DND progression.  But *make it easy* for the new GM.

     

  12. 22 hours ago, Christopher R Taylor said:

    Honestly I don't think a new book is needed.  We have Champions Complete, we have Champions Universe.  We have the upcoming folios of different fake nations created for the CU.  A new book would crowd an already puzzling bookshelf (what do I buy to play Champions?  The Hero rules 1 and 2?  Champions?  Champions Complete?  Teen Champions?  Dark Champions? et al)

     

    What's needed are playable, off the shelf adventures and campaigns designed to let GMs just jump right in.

     

    Interesting idea.  So keep Champions Complete as the go-to ruleset - the character creation section clocks in at 118 pages - and 6E Champions and Champions Universe exist (as pdf's; books are out of stock) - I'm working away from home right now and don't have access to those books.  Use the saved space for more adventure and campaign stuff, plus discussion of where the toolkit settings are for this particular setting.  So buy CC, then the playable game (as Duke Bushido notes) book.  If it sells, produce more adventures and possibly other playable games in single books for other types of comic book types/eras.

     

    The base idea here is to bring in new players, let them discover and enjoy Hero System, and hopefully branch out into more of it.

  13. That's a crucial decision.  Do you use an established setting (Millenium City) to point folks to existing product, or do you strike out on a new path?  I'm not sure which is the best option.  What brings in the most sales???

     

    Keep skills light.  In 1E Champions there are only 14 Skills (some of which are now Powers).  Memory says that Steve Long in these forums once said, 'At the highest level, there are really only two skills: Know Stuff and Do Stuff.  Everything else is specialization.'

     

    In a supers game, skill minutiae are not important.  I crib from V&V 3.0 - you have two Backgrounds which give you the needed skills.  Either two different ones (I would give 2 at 11-) or one specialized (I would give 14-).

  14. So I'm somewhat of a Hero System completist, and I noticed that I don't own Hero System Equipment Guide.  Sell me on it.  The description in the store is non-specific.  I get that there's *lots* of write-ups.  Is it possible to get a peek at the TOC?  How many firearms are in the book?  And so on.

  15. 16 minutes ago, Duke Bushido said:

    There is no disrespect intended here: I am not here to chop away at a prodigy, but I think concise and under-complicated, without an exhaustive list of optional-optional-options is key. 

     

     

     

    I agree, Duke.  Try to do one thing well.  Leave the toolkit and Hero-can-do-anything (which are both big selling points to me, but I get that's not a big draw for new players now - heck, *I* probably wouldn't pick up Hero if my first exposure was to 6E1 and 6E2, and Hero is my favorite RPG) for later.  Hey you - you want to play an Iron Man / Thor / Hulk / Hawkeye/Black Widow clone homage?  Here it is, in one book!  And if it sells, a whole universe of supplemental material.  Classic Battletech, right?  Basic explanation of the major powers in the first book, and everyone expects a book to detail each power (assuming they keep selling).

  16. 5 hours ago, Christopher R Taylor said:

    Art is the sticking point, its very, very expensive to kit out a book with good art.  Especially in color.

     

    Mind you, its a good investment for a high quality cover.  Great art can move a book, and using a respected, beloved artist to give you a good comic book feeling cover can make a huge difference.  That 4th edition Champions line of top comic book artists was a major investment of cash, but well worth it in the end.  Its just someone has to HAVE that cash to begin with.

     

    And I use that term "investment" deliberately.  You have to sell enough of a product to pay for the cost of production.  And you have to be reasonably sure that you sold enough extra of the product to justify that cost.  This is a business, not just a hobby.

     

    Okay, I've been following both this thread and the To-Hit thread, rolled it around in my head for a while, and I'm throwing this out there:  Several folks think (and I agree) that a single book that has a playable superhero game, rather than a toolkit to make a game, would sell and bring new players.

     

    Existing examples of single book Hero games:

    • Lucha Libre Hero
    • Narosia
    • PS238
    • Traveller Hero
    • Western Hero
    • Widening Gyre

    I propose we test letting other people put their money where we think they would...

     

    As a *very rough* first draft:

     

    Product: Four-Color Champions (working title).

     

    Purpose: Bring new players into Champions. Hopefully get them interested in broader Hero System products.

     

    Method: A single book, BBB sized or smaller, that contains rules needed for Champions ("Powered by Hero System!"), plus tips on how to play, power levels, a sample hero team and villains, including an organization (Viper?) and master villain (Dr. Destroyer? Mechanon? New?), a city setting developed enough to start a campaign (either Millenium City or a new [to Hero] city), and a ready to run scenario that launches the players and GM into that city. Brief info on the world. Concentrate on four-color, MCU-style power levels and play style in a present-day world setting, don't try to cover everything.  The MCU movies are very popular, try to pick up on that wave of interest.

     

    Funding: Kickstarter. Start with a nice color cover and minimal B&W interior artwork; stretch goals would add more artwork and then upgrade it to color. Mention (and have) plans for future supplements: more linked adventures, a city development book; also to use Kickstarter.  Maybe have a second adventure, linked to the first, at a high enough stretch goal to fund it.

     

    Staff:  Writer. Editor. Proof-reader. Artist(s). Project coordinator.  There are several pro-level, accomplished Hero authors.  Christopher Taylor is concentrating on his fantasy setting and I respect that.  Derek Hiemforth.  Shadowcat.  I am neither a writer nor an editor, but I can proof-read and coordinate.

     

    This project requires Hero Games buy-in and approval. Possibly re-use and modify text from Champions Complete and other previous Champions products.

     

    What does Herodom Assembled think?

×
×
  • Create New...