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Brian Stanfield

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  1. Like
    Brian Stanfield reacted to Duke Bushido in Wondering if I'm alone here   
    Thanks for the bump, Spence. 
    I had been interested to know that, too. 
    Finally did get the porcelain dice a few weeks ago.  They're gorgeous!  The feel great, too.  Alas, they have the same flaw as the Champions and Monster Hunter dice: they are casino - sized, making a handful of them impossible, especially for the women they were bought for. 
    I'll do a video on them when I get a minute. 
  2. Haha
    Brian Stanfield got a reaction from Duke Bushido in Looking for Champions !st Edition Character Sheets with Picture   
    The private message said, "I'm sending you a public message," thus closing the circle and starting a paradoxical black hole.
  3. Like
    Brian Stanfield got a reaction from Eyrie in Looking for Champions !st Edition Character Sheets with Picture   
    The private message said, "I'm sending you a public message," thus closing the circle and starting a paradoxical black hole.
  4. Haha
    Brian Stanfield reacted to Chris Goodwin in Wondering if I'm alone here   
    I've always thought those were meant for our more... hygienically challenged brethren.  A die as a reward for using the soap!  
  5. Thanks
    Brian Stanfield got a reaction from Duke Bushido in Product Checklist   
    By the way, take a look at Sheet 2. It appears to have most of the product numbers that you are looking for. Sheets 1 & 3 are notes and stuff that Duke made for himself.
  6. Thanks
    Brian Stanfield got a reaction from Duke Bushido in Product Checklist   
    Fire of a message to @Duke Bushido and give hime that info. I'm positive he'd want it and would add it to the list.
  7. Like
    Brian Stanfield got a reaction from BigJackBrass in Product Checklist   
    Duke has a link in his signature for what you are looking for. He'd point you that way, but since he's unavailable right now I'll add it right here for you: https://docs.google.com/spreadsheets/d/1BYuTpC3Xg3xWgFQXEvIJC__QLHojYkvsP8IHCW1_4qI/edit#gid=0
  8. Thanks
    Brian Stanfield reacted to chall in 6th edition hardcovers?   
    So I ordered the softcover versions of Vol. 1 and Vol 2.
    Volume 1 arrived to day and I was pleased with what I got. It's no where as thick as the hardcover so I think it will work nicely as a table copy to save my hardcovers. 
  9. Like
    Brian Stanfield reacted to massey in Simple Combat for Newcomer   
    Here's what I'd do.  It sounds like you're just wanting to learn the combat system for yourself.  Rather than worry about a bunch of optional rules, I'd just set up a few fights with you acting as both player and GM.  Start slow, focusing on one aspect at a time.
    Fight #1 -- Take a Champions brick (somebody like Ogre) and let yourself fight a group of regular cops.  I don't know what books you have, but if you don't have any stats for Ogre, use a generic super-strong guy.  60 Strength, 18 Dex, 30 Con, 30 PD and ED (all resistant), 4 Speed, 60 Stun, OCV 8, DCV 6, 10" of Running, 20" of Leaping.  Now go rampaging through town.  Every turn two cop cars pull up, with two cops getting out of each one.  The cops shoot at Ogre with their guns (damage is inconsequential -- they're all too weak to hurt him, but it's good for you to practice rolling to-hit).  Set out some figures on a game mat and just learn how the basics of the game work.  Spend a phase or two grabbing cop cars and hurling them through the air.  Use your high leaping movement to bound away off the map and leave the cops behind.  Smash holes in walls and rip trees out of the ground.  Just think of cool things you could do if you were a rampaging super-strong monster, then look up how to do it in the book.  Don't worry about trying to be efficient or effective in combat.  Don't track endurance, or calculate knockback, or even worry about damage if you don't want to (anything Ogre hits will shatter, nothing can hurt Ogre).  Just learn the basics of rolling to hit, and how the Speed chart works.
    Fight #2 -- Now a local superhero shows up to fight Ogre.  Make sure the guy is a little weaker than you (of course, you're playing both sides, so it doesn't matter who "wins"). Fire Lad has a 20 Dex, 25 Con, 25 PD and ED with his fiery force field, 5 Speed, 40 Stun, OCV 8 and DCV 7, 15" of Flight, and a 10D6 Energy Blast.  He will have a very hard time whittling Ogre down.  Try to play each guy to win.  Look at how damage works now.  Don't track endurance, but maybe look at Knockback, and maybe range penalties.  Ogre should still win this fight -- Fire Lad will have to get close to Ogre to hit him, close enough that Ogre can jump through the air and smack him.  And remember to be creative with how you fight.  If Fire Lad stays too high in the air, Ogre can always smash through a wall and go inside a building.  Or he can throw a manhole cover and then drop down into the sewers.  Or he can climb inside some poor lady's minivan and hide ("No go out there lady, fire guy shoot at Ogre!").
    Fight #3 -- It's time to add in some other powers besides raw damage.  After Fire Lad's defeat, the Caped Avenger shows up.  He's a dark and mysterious avenger of the night.  26 Dex, 25 Con, 20 PD and ED, 6 Speed, 40 Stun, OCV 10 and DCV 10, 10" of Running and 10" of Leaping.  He's highly skilled in the martial arts (the character has 25 Str and +2 damage classes with martial arts).  He has an Offensive Strike maneuver (a powerful spinning roundhouse kick) that does 5D6 for Str, +4D6 for the Offensive Strike maneuver, +2D6 for extra damage classes, for a total of 11D6.  Doing it increases his DCV by 1, but decreases his OCV by 2 (OCV 8, DCV 11).  It's hard to hit with.  He's also got a Martial Dodge maneuver that increases his DCV by 5, but he can't attack the phase he uses it.  And he has a Nerve Strike maneuver that does 3D6 damage and ignores defenses (it has the same OCV/DCV as the spinning roundhouse).  Finally he has a Martial Strike maneuver, a basic punch that does 9D6 damage, but boosts his DCV and doesn't hurt his OCV (OCV 10, DCV 12).  He'll have a hard time hurting Ogre with the basic punch, so that's why he carries a Utility Belt.  His Utility Belt is a Multipower (don't worry about exactly how this works yet), which lets him use different tricks.  He carries 4 blinding flares, which is an 8D6 Flash vs Sight (which will temporarily blind Ogre).  Once he uses the 4 charges, they're gone.  He has 2 gas pellets, which do 3D6 damage on each of Caped Avenger's phases for a full turn and ignore defenses, but they can be avoided if Ogre holds his breath (they are not Area of Effect -- to hurt Ogre the Caped Avenger has to throw them in his mouth).  The Caped Avenger has enough options available that he should be able to beat Ogre, but it's not a sure thing.
    Fight #4 -- If the Caped Avenger falls, then Ultra Guy shows up.  Use Ogre's stats, but he has a Dex of 26, a 6 Speed, an OCV and DCV of 9, and 20" of Flight, as well as a 12D6 Energy Blast and 10" of Knockback Resistance (i.e., he doesn't get knocked backward).  In addition, he has N-Ray vision so he can see through walls.  Ultra Guy should whoop Ogre's butt.  But Ogre has a secret (that he doesn't know -- Ogre is dumb).  This whole rampage was set up by Bald Scientist Man.  Bald Scientist Man is hiding in a nearby dumpster (no game stats needed), and after one turn of combat, he peeks out and fires his Green Kelvarite Ray at Ogre (no game stats needed).  Ogre becomes charged with Green Kelvarite Energy.  Ultra Guy has a Vulnerability to Green Kelvarite, and takes x2 damage from it.  If Ogre can last this long (remember, he doesn't know it's coming, so he shouldn't be dodging around waiting for it to happen), then he'll do double damage every time he punches Ultra Guy.
    Above all, have fun with it.  That's why we play this game.  And don't worry if you forget something (like skipping somebody's action or forgetting to see if the damage they take exceeds their Con score).  Even very experienced groups forget things virtually every session.  Each of these scenarios gives you a little something to fiddle with and figure out.  You can make it as complex as you want (I always liked knocking people back through buildings), or as simple as you need.  Welcome to the game.
  10. Like
    Brian Stanfield got a reaction from massey in Simple Combat for Newcomer   
    Uh oh, now you done did it . . . . 
  11. Haha
    Brian Stanfield got a reaction from Duke Bushido in Simple Combat for Newcomer   
    Uh oh, now you done did it . . . . 
  12. Thanks
    Brian Stanfield got a reaction from Duke Bushido in Duke's scans   
    Thanks, Duke . . .uh . . . Goodwin.
  13. Haha
    Brian Stanfield got a reaction from Chris Goodwin in Duke's scans   
    Thanks, Duke . . .uh . . . Goodwin.
  14. Thanks
    Brian Stanfield reacted to Chris Goodwin in Duke's scans   
    Current update:

    I'd wanted to get all six of the "that size" books done today, but I had yet-another company-oriented road trip today (you know: on my _vacation_!  ) that hasn't left me with a whole lot of scanning time. Still, I'm plugging way, and I _will_ get this to Jason before his deadline.  After tonight, there aren't all that many left anyway.

    #13 was a bit awkward. The book I was working from had been collated and folded more than a little off-center (pages only; cover was about right), resulting in pretty much every page after the centerfold being cut with _zero_ right hand margin. Still, everything remains intact, at least as far as what was printed.

    #14 is the first of the "comic format" books. No; they're not laid out like comics, but the editor refers to the new size as "comic format." I think comics are a little larger than this, but I'm not really sure. Fortunately, the uptick in real estate per page and a step down in font size dramatically dropped the page count. It's not quite enough to balance out the time invested in the scanning, though, as each individual page has to be hand-aligned (with the smaller size, I could do the whole leaf at once, really helping speed things up).

    On that-- page alignment. I am as meticulous as I can be, within reason. I have been informed that the deadline is closer than I thought (not that I'd been shirking, mind you), so I have allowed a bit more tolerance in page alignment.  I still work to get it as close as possible, but I have stopped fighting the diminishing returns of micro adjustments.  I'd like to explain what that means in this context.

    I am not lining up the pages square with the scanning bed. Given that these books are machine printed, machine collated and bound, and machine cut, that would be ludicrous. In almost every case, the final leafs and pages (and covers, too, actually) aren't actually square anymore. This is due to tolerances and variables during all the mechanized processes. Were you to actually sit and measure the borders in books and magazines (particularly "Saddle Stitched," or staple-bound magazines), you will see that the print is almost never square with the page. It's so much the dominant normal that we don't even notice it anymore when we are reading-- the page is curled or rolled anyway, blah-blah-blah-- the brain says "Oh, why bother noticing anymore?" That doesn't work on a screen, as we are used to everything being places with electronic precision. We can square the text perfectly, but when the "page" it's on is crooked, we think "well this is a terrible scan!" without actually noticing why the decision was made.

    I am not the guy doing the final clean-up and "restoration" of these scans; I don't know who is. Worse, I don't know what he or she has as a methodology. Without this information, I have decided to do the scans as if I were doing them for my own projects (and if the final product ends up like the 4e POD, I will probably end up doing my own project.  ). Anyway, I have defaulted to doing these as if I was going to be the finishing guy, which means getting the text and headers as squared up as possible. Why? Well frankly, it's the most important part of the content. Yes; it's nice to get drawn lines squared up, as they are the first things to show digital manipulation. However, they can also be redrawn from scratch in your image software, so....

    Header graphics are nigh as important (that is, "almost equally" Ha!). The trouble is that most of these old magazines were laid out with the techniques at hand. Often that meant literally hand-laying various items to create a master from which copies would be made. What does that mean here? It means that it's entirely possible that the two columns of text aren't square with each other. It means that sometimes the art is off-kilter with relation to the text, of the text is "listing" to the right and the header is listing to the left. This is the sort of thing that necessitates digital manipulation.

    Yes; it could _all_ be done through digital manipulation, but we are all by now familiar with the hallmark of that: pixelation, odd "jogs" in the outlines and graphics, etc. The closer you can manually position the image you want to scan, the less manipulation you will have to do digitally, meaning the less signs of such manipulation will be in your final product. In instances where more than one important thing is askew, I try to position the originals manually so that they are... well, for lack of a better term, "equally askew, both as close as possible without making the other worse."

    The thing given the _least_ priority is the footer line and page number. Both of these are too easy to redraw from scratch, and I won't let them stand in the way of having the best-looking content I can create.

    14 has a great example of why you _plan from the start_ when you do _anything_.  There is an add for Mystic Masters, featuring a _beautiful_ greyscale of that book, and after all these years, it _still_ looks fantastic.  Two pages later is an add for the then-current version of Traveller, which looks like nothing so much as my father's tattoo.  When I was a kid, it looked clean and crisp and was easy to recognize; even the tiny areas of color popped.   

    Today, it's just a black blob, just like that Traveller add.  There wasn't any decent composition planning, and the bleeds were deep to get that "this is so black and space-like" look.  And over the last umpteen years, that ink has run and blurred and there's really nothing I can do about it.  Most of the Cyber Space adds are like this, too.  Just wanted that up there:  sometimes, there are things you just can't save, but it's not because you didn't try: it's because you have nothing to _start_ with.  I own some (a really, _really_ small portion) of the products in some of these "beyond repair" adds.  If I ever find time to do a version of these scans for myself, I will probably try to scan in the actual products, and insert them into the add.  It won't look the same (real always jars against drawn), but at least it will be recognizable.  I've considered doing the same for the various HERO books displayed throughout the magazine's run:  just slap in some colored covers!  HA!

    #15: A surprisingly good long-game adventure.  Too long for a scenario, but a nice bit of background for a campaign.  If you don't have it, be sure to check it out:  No More Mr. Nice Guy

    #16.  I won't lie to you; this one was _hard_ to tear apart.  Not physically-- it's just paper and a couple of rotten staples, after all.  But that _cover_....   Fortunately, I had two copies.  Unfortunately, I opted to scan the nicest one in the hopes of making less work for whoever is restoring these.  (I wish I had a better copy of #1, but that's the hardest issue there is to find, I'm afraid   ).  But when it came time to fold the cover backwards to scan the inside....   Oh, there should have been a service of some kind...     There is only one issue that's going to be ever more difficult.  Any of you folks out there with a complete set care to make a guess?    At any rate, this issue contains three pages of errata for the BBB, so if you missed it twenty years ago and absolutely cannot use a search engine, here's your chance to find out what went wrong.    

    #17: The Western HERO Special!  Sort of... 
    When you guys look on page 2, I want you to know that what you're seeing is _not_ the fault of either myself or whoever the pro that Jason has lined up for cleaning these scans.  That image really is that washed out in the original (same with the NOTICE! poster on p 44).  It could be solved by someone who really wanted to take the time to maybe insert a greyscaled copy of the original product, so I am going to try to find the time to include one.  Keep in mind, folks, that this doesn't mean the pro has time to actually _do_ it, okay?  Remember that the goal here is the preservation of the game material; the vintage adds are just a nice tag-along.  

    I do wish I had done this AC project before Western HERO, though.  There are a couple of pieces of art that I believe are repeated from there, and they are in much, _much_ better condition than the pieces I was working with.  I could have done a simple swap-out and saved _days_ of work....  
  15. Like
    Brian Stanfield reacted to Duke Bushido in Duke's scans   
    Hello, HERO people!
    I have had some spine problems today, making it impossible to sit down or stand up more than just a few minutes, and the constant up-and-down of the humidity with the rain trying and failing to come together isn't helping.  
    At any rate, I have gotten #13 done, though it took about four times as long as it should have.  I'd like to say that it was "the last of the easy ones," but at one-hundred-plus pages, it wasn't particularly light-weight, either.  
    At any rate, the magazine was reformatted after this one, and I can not lay a complete leaf upon my scanner (I really miss the Super Scanner....   ).  That means the rest will go a bit slower, as even de-bound, I will only be able to scan one page at a time.  I have no intention of cutting the leaves (I intend to put the books back together when this is all done), so there's going to be a minute or two of flipping, folding, and turning with each page.    And of course, alignment will have to be one page at a time instead of two.
    Stil, things are looking pretty good.  With one-through-thirteen done, _and_ #26 done, we _can_ say that one-half of the books are scanned!   Yay!
    The rest will be slower, I'm afraid, but will be approached with the same level of tenacity that got this much done.  Then-- onto a flash drive and on to Jason!

  16. Haha
    Brian Stanfield got a reaction from Duke Bushido in Duke's scans   
    I had some 12-ply tires on my Ram and they are almost indestructible, and boy do they ride rough! I say almost indestructible because I had to park the truck in a strange spot at work (when I was still working two jobs and doing construction) and had a two-inch puncture from who-knows-what?! Even those bad boys couldn’t withstand random shards of steel. Oh, and an emergency break stand on the highway to avoid a collision shaved one of the other tires flat on one side. So now I have everything arranged like you, only opposite: I rotated the two 12-plys to the rear, and two new normal tires up front.  
  17. Like
    Brian Stanfield reacted to Duke Bushido in Duke's scans   
    Okay, scans are done up to #12.
    Didn't get much time to work today; I had to travel three hours for a pair of tires for the Leviathan.
    Oh; sorry: to explain:  
    The Leviathan weighs roughly what any other one-ton truck weighs.  The problem is it's just over twenty-one feet from proudest point to proudest point (when the winch is installed).  And because it's a (relatively) modern vehicle, the steel gauges are light enough that the weight distribution is really, _really_ wonky when she's not loaded, and it's been a few years since she routinely carried the loads I bought her to carry (changed lines of work, but I liked the truck).  The upshot of that is that all the weight that she does have, she has _squarely_ on the front wheels.  Weirdly, this problem doesn't occur when she spends most of her time under a heavy load.  :/
    She spends most of her time lightly loaded these days, and accordingly, she eats up some tires.     Even LT tires and HT tires don't last more than eight months or so.   Many years ago, a tire guy (after my fourth set of tires in less than two years), this guy says "I've got a nutty idea....."
    Have you folks ever seen one of those trucks-- popular with ice-cream vendors-- where they take a semi truck (truck only), pull off the fifth wheel, install a large cooler, and then put little undersized wheels and tires on it to bring it a bit lower to the ground?
    We put on a set of those tires.  Holy crap they ain't cheap!     But I'll be hanged if it didn't work.  I got over four years out of that set of tires.  When it was time for more, I bought more.  It's been time for several weeks now, and I couldn't find them anywhere!  Seriously:  between the various Corona shut-downs and the rubber tariff, etc--  none can get them.   Freakishly, I found a place three hours from here that happened to have six in stock.  At two-fifty a pop, I only got the front ones.  The rears can wait another couple weeks, I think.  
    They've rebranded them, but they are the same tire.  They've made the lettering freaky small, making the massive expanse of black rubber garish and unpleasant....  and cheap-looking, really.
    Anyway, I got back _way_ late today (kind of made a day of it; I don't get that way as often as I used to), so not much scanning got done.  We're up to issue twelve completed.  unfortunately, this is the last of the quickies.     The next one is a "double issue," and after that, the size of the pages steps up to the point that I will only be able to scan one page at a time as opposed to the entire leaf.   
    Tomorrow I have to run out of town again (different direction; different reasons), so I don't expect to get much done then, either.  However, _something_ will get done; I promise.
    Oh-- if you were wondering (and you probably weren't) about just how strong the tires are--  One of them has (had) two small holes all the way through the tread, about three-sixteenths of an inch in diameter.  There is (sorry; was) _no_ air in the tire.  And I drove three hours on it.  Why not?  It wasn't flat.     The new tires have the euro-standard load range, and call it a 145.  They have a weight rating of around 6800 pounds each and eighteen-ply sidewalls.  
    And they ride like absolute _crap_ when the Leviathan isn't loaded.   
  18. Like
    Brian Stanfield reacted to Duke Bushido in Duke's scans   
    I played some Spacemaster myself (Sci-fi junkie), and while character creation (we used to call it "Chartmaster") was a pain, and combat was a pain, it wasn't bad.  I enjoyed it for space opera type games.  However, I was a Traveller buff above all else: I liked the cleaner, simpler system. We didn't even do much in the Imperium-- every time we'd make characters, we'd head off into the Marches or other vast uncharted (or at least undocumented) areas and have adventures in a number of home-brewed settings.  It didn't hurt that Traveller was the first game I ever played, and, as far as I know, was the only space-oriented game to _not_ suffer from "lack of deck plans"  
  19. Sad
    Brian Stanfield reacted to Duke Bushido in Duke's scans   
    [Joe Friday]  
    Just the maps, Fam.
    [/Joe Friday]
  20. Like
    Brian Stanfield got a reaction from Amorkca in Duke's scans   
    +1 on the Map Pack!
  21. Like
    Brian Stanfield reacted to Spence in Duke's scans   
    Me Me ME!
    I am in the market for any of the Hero maps that are high enough resolution they can be blown up.
    I normally am not a mini gamer, but a map large enough to mark position for Hero is a big plus. 
    I have always wished that the maps in Champions Battlegrounds and Fantasy Hero Battlegrounds were available in a hi-res format.  I really don't know if it is possible, but the store still has physical copies.  I will buy another and send them to you to experiment with if you think you will have time.
  22. Thanks
    Brian Stanfield reacted to Duke Bushido in Duke's scans   
    Okay, that's eight down  (1-7 and #26).  Nineteen more to go.
    The early issues go easily: the whole sheet fits the scanner; it's just a matter of finding an alignment that gets both pages "mostly straight."  The less straightening you have to do digitally, the better, at least art-wise.
    #7 was brutal: my copy was badly printed, badly cut, and badly managed.  That is to say that on every leaf, the pages were not straight with each other, necessitating a lot of setting and re-setting to get both printed pages "mostly straight;" getting both straight wasn't possible.  Get one too straight, and the other was just awful.  The leaning text of Pisa.  It was badly cut in that the top margin was infinite, while the page numbers barely fit at the bottom.  And I think this thing was used a coaster for a significant portion of its life....  I should have suspected something when I didn't have to pull the staples: I just started to straighten them a bit and the fell into bits....
    It's funny that this was also the first issue that ICE was involved in.
    Anyway, the small ones go reasonably quickly as they scan essentially two-pages-at-once.  There is a double-sized issue coming up that will slow it down a bit.  I expect the first size step-up will slow things down to one page at a time; I know the final size-- actual magazine size-- is going to crawl, as I've done one of those already (#26).
    Still, it will get done as quickly as possible, and sent to Jason.  
    Then we wait.....
    I need a survey, if no one minds:
    How many people are interested in maps as play aids?  I ask because _I_ love them, as does the youth group and both of my remaining adult groups.
    I ask because AC is _filled_ with tiny maps.  I am curious to see if there is any interest in an Adventurers Club Map Pack-- I can take much higher rez scans-- high enough to enlarge these maps to 1 hex = 1 inch without loosing detail or getting pixelated.  It's more work on the pile, but if there are enough 5e-and-back players (sorry; I don't have the time to rescale individual elements of the map itself for 6e's 1"=1m scale), I might consider taking it on after the BBB project.
  23. Like
    Brian Stanfield got a reaction from Ockham's Spoon in [DM's perspective] Let's talk about child Player Characters   
    This is actually something I've considered doing before, but more like an entire party of teenagers setting out on their own, etc. etc. The things that held me back are similar to what you're concerns are. I'll offer a few of the ideas I had to maybe help you out. Take 'em or leave 'em as you wish!
    The Medieval world had a robust apprenticing system in trades and whatnot. Parents gave up their children willingly in order to learn a trade and become productive adults (squire, apprentice for a trade, shopkeeper's assistant/trainee, etc.) Keep in mind that adulthood began at a much younger age, so it's not so strange for a teenager to be out on his own. In fantasy, this may amount to a child who shows promise being sent to apprentice with a wizard. If you have another wizard in your party, perhaps he'd like to take on the mentoring role. So the parents have sent the child off willingly to learn. If there's no mentor, maybe they've sent the child with the party with the promise to make sure he gets to [name of school redacted to protect the innocent] in order to learn properly. Maybe the parents are too poor to support the child and have to send him off with someone else who can afford to care for the child while also training the child. Maybe the child is a runaway who managed to glom onto the party, and now they can't get rid of him.  
    Most importantly, it's going to require you to sit down at Session 0 with your players and see who and how all these things will interact. Things to consider and discuss with your players:
    The child should have Complications galore built into the character: distinctive feature (young person, easily identified and hard to conceal), reduced Characteristics based on one of the templates offered, a tendency to throw tantrums or act irrationally because of youth, defies authority, is always trying to "prove himself" to the adults, and the list goes on. Complications are where you can try to encourage some of the character's role playing. Spells will most likely have limited power that can grow rapidly over time. Perhaps your player will have limited versions of spells that can improve with use. Most likely the spells will also have a reduced activation roll, or have side effects, that can eventually be bought off with XP as he grows.  Maybe the youngster will gain XP at a faster rate than the other players for a while as he learns and grows more dramatically than the adults. "Hey, I didn't know I could make a fire spell explode like that! Cool!" and then add a new spell to his list. The other players should most definitely step up and take Complications to account for a youth in their party. Maybe not all of them, but someone should take on the role of the mentor or protector, perhaps another player actually hates kids and take a Complication to pick on him that comes up every once in a while, and so on. The more you can get the characters to overlap with their Complications, the more likely the role playing will be reinforced in the group. So much good material can come from this! So much good material can come from this. As you suggest, Ragitsu, have a conversation and let the group decide how these parts will interact. The more you can get the characters to overlap with their Complications, the less you'll have to "hand wave" the problems away, and the more you can hopefully encourage some good role playing material.
    I was once in a one-shot at a convention, and one of the characters was a teenage girl super. The player who took her played that to the hilt! She was on her phone all the time, and was so ironic all the time, and started half her comments with "OMG . . ." and stuff like that. The role playing was amazing, and was only barely built into the character as a suggestion. If you can get your group to buy into the concept, it could be a ton of fun!
    Hope this helps.
  24. Thanks
    Brian Stanfield reacted to Duke Bushido in Duke's scans   
    Okay, Adventurers Club (Man, it really _bugs_ me that there is no apostrophe in there) scanning proceeds slowly; it's a time problem.  Completed are  1-5 and 26.  Many, many more to go.  Have found a #27, meaning I will shortly have a complete set.
    Stumbling block, though, in sending vials through the net as both Jason and I live in the "e-sticks," resulting in spotty connectivity and low data flow.  I've tried sending them through an intermediary (thanks, Chris!), but Jason is talking now about having them scanned locally.  I had offered to put them all on a drive and just send it, but have heard nothing back from that.
    In other news, our colleague Spence has offered up an already-debound BBB for that particular project.  I've lined up an artist to help me with the cover restoration (that cover seems to mean a lot to the fans, so I don't trust myself to handle it), and work will proceed (very slowly) on that project as time allows.  I just can't make promises on that one, but if you remember Western HERO, remember that this book is a roughly three times as large, and I have less time.  On the plus side, most of the interior art was essentially "comic style" line drawings as opposed to the etchings, stampings, lithographs, and old photos that were in Western HERO, so there should be considerably less problems with that aspect of things.
    And now I'm going to bed-- like I should have done instead of scanning AC #5.    
    I keep hoping Jason will take me up on the flash drive, just so we know he has high-rez scans from the get-go.  I wish I had time to do the actual clean-up and restoration, but I don't think I'll live that long.  
  25. Like
    Brian Stanfield got a reaction from jfg17 in Simple Combat for Newcomer   
    Uh oh, now you done did it . . . . 
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