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Brian Stanfield

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  1. Like
    Brian Stanfield reacted to Vondy in How do you place a fictional city?   
    Why not replace Newark and Jersey City with Hudson City?
     
    That way its right across from Brooklyn and Manhattan - and the Empire Club.
     
    Two cities for the price of one!
  2. Like
    Brian Stanfield reacted to Spence in How do you place a fictional city?   
    I've used Hudson City allot over the years.  I just pick a chunk of the Eastern Seaboard and plunk it in.   Much like they did for Gotham and Metropolis (https://en.wikipedia.org/wiki/File:Gotham_City_map_(Amazing_World_of_DC_Comics).jpg) .  I may not use as much the book itself, but the map is gold.
     
    I fall back on HC mostly because it is the only modern setting RPG with an actual usable map.  One that can be blown up as much as needed without pixelating.
    I even have a copy I went in and removed all the interstates and replaced them with rail lines for Pulp Era games. 
     
    I really really wish that the maps in Vibora Bay,  Millennium City,  Thrilling Places, and Champions Battlegrounds had been given the same treatment.  Champs Battlegrounds has the most gorgeous but utterly useless maps I've ever seen.  Such fantastic microscopic detail that cannot be brought to the table.  I don't know how many times I have really wished I could print out a usable copy of that mall.
     
    But to go back to your original question.  The easiest thing is to place it where Metropolis was or swap North/South and put it where Gotham was. 
  3. Like
    Brian Stanfield reacted to Cassandra in How do you place a fictional city?   
    I just use real life cities but add buildings.
  4. Like
    Brian Stanfield reacted to Lord Liaden in How do you place a fictional city?   
    I'm pretty sure that officially, Hudson City is on the New Jersey coast, at a spot that's unoccupied land in the real world. That's a fairly short jaunt from New York, so ties to the Empire Club should pose no problem.
     
    Generally speaking, if I have access to a published city setting that's well developed and suits my gaming needs, I prefer to use that rather than create my own (stimulating but a lot of work), or use a real one that I'm not personally familiar enough with to create an aura of verisimilitude for my players. But I'm not averse to moving such a city to another location that I prefer. For example, in my last Champions campaign I liked the idea of a major metropolis at the center of the contiguous United States (I may have been influenced a bit by Smallville ? ), so I jiggered a few events in the history of the CU town of Haynesville, Kansas, so it eventually grew to become Millennium City. I changed some Detroit-derived place names in MC, and altered the geography beyond the city's map to fit the Kansas landscape.
  5. Like
    Brian Stanfield reacted to unclevlad in How do you place a fictional city?   
    You could have it replace Newark and everyone would thank you.  It gets a different name because it's in a different state.  You don't touch NYC proper.

    Or rename a secondary locale...for NY, that might be Albany or Binghamton.  Syracuse and Buffalo are getting much further west and into the Lakes a bit too much.  Or plop it into a relatively empty area...not that there is much of one in New York State, unless you want to trash the Lake Country.  Druther not do that, for similar reasons why you don't want to trash NYC.  But not too far west and north of NYC, there's Monticello.  Google Maps suggests you could put something there.  
     
    It's all gonna depend on what I need done.
     
  6. Like
    Brian Stanfield reacted to massey in Summoning Weapons   
    So let's look at some examples of powers in Hero, and how they're built.  Understand that these are just examples, and you can build these characters differently.  There's no rule saying that this character must be built this particular way.  This is just how I have chosen to represent each character.
     
    --The Dread Pirate Roberts is a skilled swordsman.  He has purchased a Hand Killing Attack to represent his sword.  Since the weapon is separate from him, he purchases it as an OAF.  If he is disarmed, he has to physically go get his sword back before he can use it again.  He relies on high skill levels to avoid this, but if he does lose his sword, he's going to have to use one or more actions to go get it before he can use it again.
     
    --Jason Voorhees is a masked serial killer who uses a machete (among other weapons).  He has purchased a Hand Killing Attack to represent his weapons.  While the machete is supposedly separate from him, Jason does not actually expect to be disarmed.  In his game, that is not going to be a common occurrence at all.  While he could purchase it as OAF, in the end the GM tells him not to because his victims can't disarm him anyway.  Even if they do manage to disarm him, there's always some other object nearby that Jason can use to kill a teenager.  In game terms, there is always some object of opportunity within reach, and Jason does not have to use an action to grab and use one of these objects.  While certain conditions could prevent him from grabbing a weapon, he's not actually going to encounter those in his game, so he gets no points savings for it.
     
    --Wolverine is a mutant with adamantium claws.  He has purchased a Hand Killing Attack to represent these claws.  They are physically part of his body, and he cannot be disarmed by any means other than a specific storyline.  Wolverine does not take any kind of limitation on his claws.
     
    --Thor is a Norse god with a magic hammer.  He purchases a whole lot of powers through the hammer, from a giant Hand Attack to Flight, to weather control abilities.  At first he is going to purchase the hammer as an OAF, since he can be disarmed.  However, upon closer examination, the hammer has so many powers that OAF doesn't really fit.  If you disarm him, the hammer flies back to his hand.  Thor's player thinks that the hammer should return before Thor's next action, meaning he doesn't need to do anything and he doesn't suffer any kind of combat penalties.  When the GM asks Thor's player if Thor can actually be disarmed, if an enemy can prevent Thor from using the hammer, the player says "sure!"  Then the player comes up with a ridiculous set of conditions that might keep the hammer from returning (dimensional portals, unbreakable force fields, etc -- and even those just add some delay before it eventually comes back).  The GM determines that this does not qualify for OAF, at most it qualifies as OIF, because for all intents and purposes the hammer is inaccessible to most foes.  It always returns, and Thor is rarely ever limited by it.
     
    --Luke Skywalker is a Jedi with a lightsaber.  He purchases Hand Killing Attack to represent the lightsaber.  He can be disarmed -- the lightsaber is simply a technological weapon like any other.  But his Jedi powers mean that he can call the weapon to his hand any time he needs it.  As long as the weapon isn't physically destroyed (and to my knowledge, we never see a lightsaber get physically destroyed), he can Force Power it into his hand.  Luke is planning on taking OAF on the weapon.  If he gets disarmed, he will use his Telekinesis power to bring it to him.  This is a perfectly fine way to do it.  If he's disarmed, he will use his TK, spend his Endurance, and use his phase to move the weapon into his hand.  He also has the option of using it as OIF.  Just like Thor, if he wants to he can have the weapon fly back into his hand without using a phase.  At that point, he basically can't be disarmed normally.  He's able to use the Force so effectively that the weapon will always be in his hand when he needs it.  Rather than having to actively use Telekinesis to do this, the weapon is simply defined as being controlled by the Force and always available when he wants to use it.  Luke's player thinks that sounds cool, and so he buys it OIF.
     
    --Duncan MacLeod is an immortal swordsman who uses a katana.  He purchases Hand Killing Attack to represent the sword.  Like the Dread Pirate Roberts, he can be disarmed.  He buys his sword OAF to represent this.  Other people sometimes wonder how he carries his sword around, because he pulls it out from behind his back when he wants to use it.  Sometimes he wears a long trenchcoat, and he hides his sword inside it.  Other times he wears jeans and a t-shirt, and has his sword hidden... where?  We aren't sure.  This is okay, it is covered by the genre conventions.  He can carry his sword unnoticed for the same reason that Superman's glasses fool people into thinking he's not Superman.  We just don't worry about it, and it doesn't cost any points.  But once Duncan has drawn the sword from... out of his butt or something, he's just like anyone else with a sword.  He can be disarmed, and if that happens, he's got to run over to it to pick it back up.  If his sword is broken, he's in real trouble.  He doesn't carry more swords behind his back, he's only got the one.
     
    --Elmer Fudd is a hunter who carries a shotgun.  He purchases Energy Blast (it's a nonlethal game where no one is ever allowed to die) to represent the gun.  Fudd can be disarmed, sort of, but he can never really be prevented from using his weapon.  All Fudd has to do is walk offscreen, and then walk back onscreen, and he'll have another gun.  He can also pull the gun out from behind his back, or from behind a bush, or from anywhere else nearby.  Fudd has a virtually unlimited number of guns that he can grab at any moment.  Fudd gets no limitation on his weapon for this.  Fudd might take the "physical manifestation" limitation to represent that he's actually holding an object when he uses his gun.  If he does, then there should be some form of drawback when he is disarmed.  Perhaps grabbing another gun requires a half-phase action.  Perhaps a wascally wabbit can steal his gun and shoot at Fudd with it.  To receive the limitation, there's got to be some negative consequences (even if temporary) that can come about in the game.  But ultimately, Fudd will never be without his gun for more than a few seconds, because he's just drawn that way.
     
     
     
    Hopefully this will help you better understand how limitations like this can apply.  It's a question of how exactly you want it to perform in the game.
  7. Like
    Brian Stanfield reacted to st barbara in What "Pulp" have you read lately ?   
    I got some more books via the internet recently , including a" WPA Guide To New Orleans". This gives me four of these guides, New York, Washington,San Francisco and New Orleans. Interesting thing is that a previous owner of the New Orleans book has included a hand written note about "Storyville".,
  8. Like
    Brian Stanfield reacted to Kharis2000 in What "Pulp" have you read lately ?   
    Pulp reading list through the end of June 2018:
     
    The Crime Master & The Day of Doom & In the Grip of the Griffin: The Complete battles of Gordon Manning and the Griffin - three volume set. Pretty pulpy, with a madman scientist going head-to-head with a hero who can't *quite* stop the bad guy time after time. Surprising for that, if nothing else, since the hero loses more than he wins until the end of the series. Notable bad guy plans, a succession of villain henchmen that last three or four stories before Manning does them in, and a few interesting twists along the way.
     
    The Devil's Rosary & The Dark Angel: Volumes 2 and 3 of the complete tales of Jules de Grandin by Seabury Quinn. Some stories are better than others, but this series was like a blueprint on how to run a 'pulp adventurers vs. the occult' campaign. Worth the read just for the endless mine of ideas to lift for games, but many of these stories are pretty darned good on their own.
     
    Karl Edward Wagner's Kane series: written in more modern mes, these are dark fantasy with an antihero protagonist, prehuman civilizations, sorcery, alien intelligences that might be close to gods, ancient technology approaching magic, and more just dripping off the pages. If Wagner had been born years earlier, he might well have given Robert Howear a run for his money.
     
    The Green Llama: The Complete Pulp Adventures - Vols 3 & 4. As I said earlier, these have a more modern writing stu;e than any pulps, and unlike most of the serialized pulps, things change. Character die, marry, break up, villains who were henchmen in earlier stories return as henchmen in later ones. A good solid read.
     
    The Complete Casebook of Max Latin - Latin is a former soldier who was discovered to be color-blind and, hence, removed from service. He performs "enquiries"; he does not identify himself as a private investigator. He works out of a restaurant putatively owned by a hard case (but great chef) named Guiterrez, who serves Latin brandy in his favorite booth (one with a secret microphone). Latin himself actually owns the restaurant which he uses as an office. No fantastical villains here, but some interesting stories.
     
    Zarkon, Lord of the Unknown: The Invisible Death & The Volcano Ogre -  More of Lin Carter's pastiche/homage to Doc Savage. Interesting for the update to the 1970's and the way it changes the kinds of stories youcan tell.Actually some of Carter's better work for my money.
     
    Lance Star, Sky Ranger, Vol. 1 -  Modern written stories using a public domain character from the old aviation pulps. A bit of a mixed bag, with some authors 'getting it' and one who notably didn't.
     
    Black Drums Talking & Blood and Steel : Volumes 3 & 4 of the Complete Adventures of Kingi Bwana - Still interesting reads, with no actual supernatural elements (plenty of references to supposedly actual powers here and there, though). The author treats the natives with a better touch than most in the era, and 'Kingi' is an interesting character to follow.
     
    Dr. Death vs. The secret 12, Vol. 1 - Brilliant scientist goes mad, turns to mysticism, and decides to destroy all technology and return man to his blessed 'primal state.' Obviously, people object. Conflict ensues. This one's a bit of a slog for me due to the pacing and writing style. There are good ideas, but you have to do some wading to get to them.
     
    The New Adventures of the Griffon - Modern stories about another air war pulp character fallen into public domain. Private adventurer becomes the Griffin to battle aerial-based villains while thought to be one himself. Most of these are pretty good, although there's a lack of a broad villain base that becomes apparent after a while.
     
    The Complete Cases of Captain Satan, Vols. 1 & 2 - Takes a twist to the usual gentleman adventurer premise: Satan and is ever-changing crew are private citizens that wipe out criminal mobs, return the identifiable portions of their loot and resources, and split the rest up among themselves as profit for their public service. Some of the stories are very good, and all have ideas worth stealing.
     
    The Spider Strikes: The Spider #1 - You know that guy, right? Fright wig, 'The Master of Men,' blazing .45s, cape, "Die, die! The Spider bids you die!'? This isn't him. At least not yet. The first two novels were written by Reginald Thomas Maitland Scott, but they were slow-paced (ver, ver slow-paced), so another author  - the wildly imaginative and florid Novell Page - was brought in. I'd never read a Spider novel that wasn' after Pge's renovation of the character, and having now done s, I know why Scott ws shown the door.
     
    The Savage Diaries: The collected Doc Savage essays of Dafydd Neal Dyar, Vol. 1 - Interesting amateur scholarship and speculation on Doc Savage and topic related to him. Wortha read, and plenty of ideas to mine.
     
    The New Adventures of Richard Knight - Another set of modern stories about a public domain air war pulp character. Ostensibly working for the government as an agent, Knight and his sidekick act more like classic vigilantes, just targeting enemies of the government as opposed to common criminals. Again, some good, some not so good. Plenty of air-themed ideas, though.
     
    The Millenium Bug, Doc Brazen #1 - Author Jeff Deischer' pastiche of Doc Savage, updated to the modern day. Brazen isn't as fast or strong as he used to be, but thanks to gene therapy, he's still in better shape than most men a third of his actual age. An old enemy is making a comeback in the modern day, and Brazen has to come out of retirement to deal with hm, assembling a group of new cohorts on the way. Worth a read for ideas on updating the concept to the modern day. I'll buy the sequel.
     
    The Complete Cases of the Marquis of Broadway, Vol. 1 - I liked this one. The 'Marquis' is a cop, and he keeps a lid on the NYC entertainment district by being tougher than the guys that try o commit crimes there. Not a clean cop by any means, he's a bit more complex than the average pulp detective, and it's refreshing to see him set bad guys up to take a fall - or catch a bullet - in the name of justice and keeping Broadway quiet and safe for the masses.
     
    The Green Ghost Declassified - Win Scott Eckert and a group of other writers produce new tales about a minor pulp figure - the Green Ghost - who fought crime with a phosphorescent green skull mask on. Some interesting ideas, and stories, but could have used a bit more of an overhaul to make him more unique.
     
    Dare Devlin: Supreme Adventurer: Brain Wreck - Dafydd Neal Dyar's homage to Doc Savage. Set in the Pulp Era, it's an interesting look at teh 'central hero and sidekicks' theme, with a lot of good ideas. Neal tries a little too hard in places to get things into the narrative, but all in all a good read. I'll by the next one.
     
    The New Adventures of Foster Fade, the Crime Specacularist - Lester Dent is well known for being the creator and main writer of Doc Savage. But he also wrote various “gadget heroes” like Fade, who solves grimes with gadgets he invents as part of a deal with a major metropolitan newspaper. Like all modern-author collections, some stories are good and some not so good, but there's plenty to like (and steal) for a pulp game in here.
     
    The Complete Adventures of Thibault Corday of the Foreign Legion, Vol. 1: Better Than Bullets - The Foreign Legion story was a hot seller for the pulps and Theodore Roscoe got some mileage out of Thibault. Interesting ideas, some clues on how to run a campaign where the PCs are in the military, and a pretty good read.
     
    The Complete Tales of Koropok, Vols. 1 & 2 - Welsh-ancestry American in behind the lines action in Japan during WW2, made interesting by his continuing impersonation of an Ainu. The treatment of the Japanese is less awful than I expected (which why I read both volumes), and approaches some degree of reasonability at times. Good variety of story ideas, although the threat of discovery theme does get a bit thin towards the end. Notable that the last few sories take place after the war and deal with the Occupation and the Nationalist War in China.
     
    The Crime at Black Dudley, Mystery Mile, and Look to the Lady - The first three volumes of Margery Allingham's 20-novel Campion series. I got onto these after watching the BBC Campion series on Amazon (the wife loves her some British crime shows, so we have Acorn and BritBox). Black Dudley is almost a different series, since Campion id a secondary character in it, but he comes to his own in Mystery Mile, going up against crime syndicates, criminal masterminds, homicidal horses, London gangsters, and small-town British folk. I recommend watching the series first, and if it works for you (it's taken close to scene-for-scene from the books) hen go back and read the books.
     
     
     
     
  9. Like
    Brian Stanfield got a reaction from Amorkca in Any plans for a new Champions Villains book?   
    Wow! That is indefinitely suspended . . . . ?
     
  10. Like
    Brian Stanfield reacted to Cancer in Real-World News ripe for Pulp Hero exploitation   
    Secret German World War II Base Rediscovered Near North Pole
     
    Go to it, folks!
  11. Like
    Brian Stanfield got a reaction from FenrisUlf in Unable to download purchase   
    Any time this has happened to me I go to the "Support" tab and click on "Contact Us." Leave a note and it's usually resolved in a few days.
  12. Like
    Brian Stanfield reacted to Christopher R Taylor in Module Conversions   
    Back about 10 years ago or more Wizards of the Coast put almost their entire AD&D module line as pdfs for download on the website, I guess they figured there was no market.  So I downloaded them all
  13. Like
    Brian Stanfield reacted to Christopher R Taylor in Module Conversions   
    Odd, I'd left that one off, site is edited to put A1 up.  I'd finished it up but hadn't put the art and maps in yet, so it was sitting aside.  Thanks for the reminder!  
     
    Incidentally, there is a whole section on city geomorphs in the text but I can't find where I'd seen those.  When I do, I'll put them into the conversion, but until then just use your imagination
     
    I hope that once I finish up the Field Guide I can get at least another one of these done.  They are pretty fun to convert and I learn a bit each time about how to build modules and get ideas on Fantasy Hero worldbuilding.
     
    UPDATE: found the Geomorphs and added them to the file.
  14. Like
    Brian Stanfield got a reaction from name_tamer in Store - Downloading   
    This occasionally happens. If you go to the "support" tab and select "contact us," you can send a form explaining the situation and they usually get it solved in a few days.
  15. Like
    Brian Stanfield reacted to unclevlad in "summonable" item   
    Well, with Thor's hammer, you could say it never slows down.    His range, even with Range Based on STR, is gonna be rather large.  (And the hammer's range may actually be LOS.)
     
    You do point out that the teleport for Returning might need "must pass through intervening space" so in principle the weapon could be trapped.  That obviously wouldn't make sense for the primary purpose.
  16. Thanks
    Brian Stanfield reacted to incrdbil in Champions Now Information   
    No worries. I sensed nothing combative, and your points are clear, reasonable, and fair.
  17. Like
    Brian Stanfield got a reaction from shadryx in How damaged is the cover to hero system 6 volume 2 in the store?   
    I never saw the damage on the "damaged" copy I got, and that's been the general consensus of anyone else I've heard from. Order the book, it's worth it!
  18. Like
    Brian Stanfield got a reaction from Chris Goodwin in Champions Now Information   
    I've seen it written all over the place on these forums that we are most definitely not allowed to rewrite the rules to fit our projects, that the IP of HERO is not something we can tamper with, and to even ask is met with silence or curt refusals. Yet Champions Now is doing just that: literally changing the rules in interesting (and probably fruitful) ways to achieve a feel. It's sending a mixed signal.
     
    So unless "our" name is Ron Edwards, I don't see how any time spend trying a project like this is possible. I suggested a Fantasy HERO Basic project a while back, and the basic final assessment was that it wouldn't be allowed for the reasons listed above. I wonder if maybe it's not time for DOJ to put their money where their mouths are on these type of projects. Perhaps Champions Now will actually make that possible. This is why I backed the project, and I hope that it opens the door to some similar project proposals from us lowly amateurs who also have a vested interest in seeing the games and the system itself succeed. 
     
    I remain skeptically hopeful.
  19. Like
    Brian Stanfield reacted to Chris Goodwin in Champions Now Information   
    I do hope exactly that.  At the very least, I hope it helps me find more people to play the earlier versions with.
     
     
    I too can respect their concerns, but Jason also has more interest -- by which I mean financial -- in success or failure of the Hero System, and more knowledge about how to do that, than I do.  
     
    Also a lot of people -- myself included -- have put forth armchair solutions to The Problem, but very few -- and I am likewise not one of those few -- have taken any initiative to write the kinds of products we'd like to see.  If any of us had put our keyboards and time where our mouths are, maybe this would be one of our projects we'd be discussing here instead.
  20. Like
    Brian Stanfield reacted to Chris Goodwin in Champions Now Information   
    I would observe that the reason it was done with 3rd edition is that Ron is the one writing it, and that 3rd edition was the one that generated the play experiences he was looking to replicate.  I don't see any reason the techniques, and even some of the rules, wouldn't work with the edition of your choice.  (For the general "you" of course.)
  21. Like
    Brian Stanfield reacted to Ninja-Bear in Champions Now Information   
    Brian S. I still feel a lost opportunity was with Basic for 6th ed. Yes it was missing more of the harder rules but it was as game lite as Steve would go and it had a nice entry point of $20. And there was no support for it at all.
  22. Like
    Brian Stanfield reacted to unclevlad in Money   
    It's comics.  Continuity is fluid.  If I recall the Marvel Universe wiki on the quinjet...you're both right.  But actually, both are combinations of tech genius and WEALTH.  Stark and T'challa clearly both have 15 point wealth perks.  
     
    BUT, this is also a difference between the game universe and the comics universe.  The comics universe has no concept of points, so there is no concept of "paying for" something with points.  Nope;  it's gotta be cash coming from somewhere for the materials, land, system components, etc.  That's why actually having some level of Wealth is helpful even in the gaming universe, because the concept of points is only on the player/GM side of the fence.  Having the money is very handy for story consistency.
  23. Like
    Brian Stanfield reacted to Lucius in Money   
    I think this is still in 5th edition: I should update it.
     
    I drag it out whenever a thread like this gets going.
     
    35 I Hire What I Need: Summon 32 200-point Hirelings, Vehicles, Bases , Expanded Class of Beings Anything or anyone that can be bought, hired, or rented (+1/2), Reduced Endurance (0 END; +1/2), Variable Advantage (+1 Advantages; Limited Group of Advantages; +1 3/4) (244 Active Points); Extra Time (Hours to Days to Weeks depending on what's being sought, -4), Arrives Under Own Power (or maybe you have to go to it, homes don't usually move for instance) (-1/2), Summoned Being Must Inhabit Locale (-1/2), Activation Roll 14- (Sometimes, what you want just isn't available; -1/2), Limited Power Real Money. The more often the power is used, the more likely it is to fail as the money runs low. (-1/2)
     
    53 I Buy what I Need: Variable Power Pool, 50 base + 3 control cost, (75 Active Points); Extra Time (Hours to Days to Weeks depending on what's being sought, -4), Limited Special Effect Common SFX (Only what can be bought; -1/2), Activation Roll 14- (Sometimes what you want isn't available; -1/2), Limited Power Real Money: the more often the power is used, the more likely it is to fail (-1/2), Limited Power Complications: illegal purchases may get you arrested, valuable things may draw thieves, weird stuff gets reported in the media, etc (-1/4); all slots IIF Minimum (-1/4)
     
     
     
    Lucius Alexander
     
    And I'll throw in a free palindromedary tagline
  24. Like
    Brian Stanfield reacted to unclevlad in Money   
    Base or tactical vehicle where you put in the points...no, you don't need Wealth.  The points subsume that.  Besides, something like a Quinjet can't be priced.  They can't exist in our world.  And if I remember the Base rules, location aspects play a role in the point cost.  If it's the gadget pool where points have been paid...same thing.  I'd rather see points in Inventor, or Contacts related to picking up components, than basic wealth.  If you're talking buying routine, mundane stuff, then real-world limitations apply, such as availability, traceability, and legality.
  25. Like
    Brian Stanfield got a reaction from Khas in Champions Now Information   
    Although I'm a backer, this is sort of what bothers me. The powers that be refuse to re-print the 6e core books because Champions Complete is the new standard set of rules, but then turn around and back a project to re-write the rules to 3e, and present it as what appears to be yet another "official" direction for the ruleset. We've also been flatly told "no" on a possible "HERO System Lite" type of ruleset, yet Champions Now appears to be exactly that. Although I like the project, it seems like it could have been astronomically more beneficial to do the same narrative-based introduction to Champions with the CC rules, and then add the Character Creation Cards to the mix when they become available.
     
    In short, this seems like some seriously mixed signals are being sent. Sure Ron Edwards has a lot of great stuff to offer, and because it's being presented as a Champions campaign book, I can understand that it is more of a personal project. But I'm not sure what it does for HERO's long term health to promote it against its own Champions Complete. If this is a set up to eventually introduce a new ruleset for Champions, it is messy beyond belief. We can all go back to 3e on our own if we want. I don't think it's a good idea to introduce new people to an older ruleset (if that is actually part of the intended purpose). 
     
    There is a lot of emphasis these days on narrative driven, rules light games, and I appreciate introducing emergent character development and storytelling into Champions (although it is suggested with each edition that players can take unspecified Complications to develop as game play progresses). New players are more likely to bite on something like this. After going to Origins this year and seeing how nuts people still are for Cypher System, it seems that they aren't afraid of universal systems as long as they have a narrative driven approach. It seems that it is just as possible to do this with HERO and Champions, but probably more desirable to do it with the most recent rules. 
     
    I don't want to repeat myself too much, but I'm really disappointed that a lot of people expressed a desire to develop a rules-light version of Champions in order to introduce it to new people, but were shut down without any discussion. Yet now we're getting that very thing, but with an outdated version of the rules. Will it help HERO? Maybe. But it may only be an OSR nostalgia piece with no extended support, which only adds to the woes of HERO seeming outdated and falling behind the times. 
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