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  1. Ah no, sorry. I've closed the Looking For Group listing and forgot to update this thread.
  2. @Soleil Noir: I'm looking for 2-4 hour sessions within the given spans rather than a 6-hour session. @Alverant: These are the challenges I face finding folks to play with during my available times. All that said, I've changed up my expectations a little and decided to start up a campaign. Changes are: Playing in Roll20 Using 6e Likely using Roll20's voice vs. Discord, but also utilizing an Obsidian Portal site. Added Sunday to the list of possible days. If interested or wanting more information, check out the game's listing at https://app.roll20.net/lfg/listing/131709/bay-city-champions
  3. I have a couple game ideas rattling around in my head and need some help deciding which to focus on. One such idea is a city-level (to start) supers game. This wouldn't be set in the Champions Universe, and would rely heavily on PC backgrounds/disadvantages to mold plots/subplots. Rough details: Set in San Francisco, California, in a universe that closely resembles our own, plus Supers(!) Expect to spend some time RPing both in and out of costume. I would prefer to play in MapTool, but will go with Roll20 if consensus demands it. Voice via Discord. I prefer Hero 5e, but if enough people prefer it, I can use 6e instead. Played on a weekday, somewhere between either 11am to 5pm or 9:30pm to 2am CDT/CST. Looking for anywhere between 3 and 6 players who are consistent and enjoy roleplaying as much as roll-playing. I've played and GMed the Hero System way back when it was originally released (as Champions 1e), and have extensive experience with the concepts. If you're interested in playing or have questions, please reply to this thread.
  4. Still available for layout. I'll post a mock-up soon for input.
  5. Some quick comments about the recent rash of posts. These are just opinions: 1) I don't find Multipowers, in and of themselves, to be too complicated. They can be, but so can a simple power outside of a MP. If you're teaching the game, you don't want to strip it down too much. And analogues of characters like Batman, Iron Man, or Green Arrow are just going to be easier to build with them, and come off as underpowered without. Now, I would definitely keep Variable Power Pools out simply because they require a good working knowledge of character building mechanics to use to their fullest. But one or two characters with simple MPs? I don't really see a problem. As an extension, I actually don't find turn modes or acceleration to be too complex, either. Simplify, but don't dumb it down. 2) I don't particularly like the idea of trying too hard to make the game appealing to video-gamers. I think that was one big issue with 4e D&D, although for different reasons than suggested here. That said, there's really nothing wrong with achievements; some games have tokens that can be passed out for exceptional play that can be "spent" to achieve a small meta bonus on the fly, so maybe that would work. And with the Hero System, experience points are character points, so they really will be hard to show as valuable unless the players have some grasp of character building rules. 3) Make fresh characters. I know that even the Enemies books are filled with analogues of existing Marvel & DC characters (Mechanon/Ultron, Dr. Destroyer/Dr. Doom, et. al.), but I think a lot of care needs to be taken to avoid "just Black Widow in a different costume" type situations. More importantly, I believe, is to make sure the group of pre-gens a) provide examples of each character type (brick, energy projector, martial artist, etc.), and b ) provides examples of different character build mechanics (martial arts, movement powers, ego-based powers, and, yes, even a multipower or two). You don't need to explain how to build them at this point; just how to use them. 4) I know character creation isn't looked on as a good idea for this project, I'm going to disagree to an extent, especially since "experience points" are character points, and are useless without some knowledge in that area. I would suggest leaving a tutorial on character creation after the main rules and tutorial scenario(s). If players want to keep the characters they played, they then will be taught how to advance the character. If players are intrigued enough to want to build their own characters, then it will give them something to work with, with the assumption that they've already played with a pregen and have some ideas. And if they want to keep a pregen, but tweak it a bit to make it their own, it gives them the tools to do that as well. The alternative to this, of course, is to simply say, "Did you like it? Time to go to the full rules, then," which is also acceptable.
  6. Just to offer a reality check, it was my understanding that this was to be a freely-offered PDF, with production accomplished through volunteers. However it's decided to ultimately produce the project, I'm still good as far as volunteering layout, typesetting, and design*. I've worked in the printing industry for over 20 years, so I know what's required and "speak the language," if this ends up being a printed piece. That said, if it's decided that the project deserves more, then maybe setting up something like a Patreon -- or even a Kickstarter -- would be an option. Just keep in mind that the latter (in particular) assumes a lot of commitment. * I am not, however, an artist capable of producing illustrations.
  7. That's actually pretty good advice, except that for some, the character creation is such a large part of why Hero is so enjoyable. I've played since first edition Chamions, and the appeal from the beginning has been the ability to build pretty much anything you wanted. But, yeah, it's complex. So, maybe add Character Creation as an appendix, offering pregens for the adventure? Examples of character-building could involve those pregens, so players could see how the final characters were thought through during construction.
  8. "Sandbox" is more of a campaign style than an adventure style, although an adventure can be created with more or fewer opportunities to deviate from the plot and "ad lib." I find that sandbox-style campaigns are pretty easy in Champions, as superheroes are a reactionary lot anyway. And there are lots of hooks built into each character through their "role-playing" Complications (DNPC, Secret or Public IDs, Hunteds, etc). For a beginner's book, however, it's maybe not the best way to go about it... but more on this below. The actual game mechanic for Hero is pretty simple, at least to someone with tabletop RPG experience. So the first question should be: is the book for beginners to RPGs in general? It won't make teaching the mechanic a whole lot more difficult, but you then might want to add the standard "what is a role-playing game" section, along with definitions of dice notations and the like. Character building is, by far, the most difficult topic to grasp. And once grasped, it takes a few to really get the hang of making effective and elegant characters. So some walk-throughs (maybe three characters: one with a Multipower, one with mental abilities, and a more basic example; I'd leave Variable Power Pools out).Show not only the mechanics of building them, but also the reasoning behind the choices made. Building adventures are also a bit difficult, but mainly because it involves building NPCs to an extent. Highlight some of the environmental considerations (falling, breaking things, etc.). Show how the PC's Complications can help inspire adventures, and how they can be used as hooks for a campaign as well. Highlight the importance of Complications complicating things for the PCs (and maybe make that clear in the Character Creation section as well). Combat: list and briefly explain the options, then walk through a danger-room battle or similar scenario using the three characters created earlier. Make sure there are examples of a few non-typical attacks or situations, movement types, etc. Go over damage and recovery. Then, the sample adventure. A hook ("The city museum's being robbed"; no self-respecting superhero is going to turn that down) with an initial, simple encounter, followed by clue-gathering (or some other opportunity to use non-combat skills and abilities), followed by a more dangerous battle, another interlude (perhaps involving some Complications), and a boss fight to wrap up. The adventure can be set up with the parts between the hook and the boss fight being non-linear, but it shouldn't get too complicated. Make sure lots of combat situations are explored, with references to the rules that can be looked up before running the encounter. Of course, PCs will often surprise a GM, but that's RPGing. Last, provide some hooks to make creating follow-up adventures easier to create. This was going to be my 2 cents' worth, but it blossomed to about $1.95. Sorry about that...
  9. I'll take a look and use it to try out some layout ideas. Also, RE: Viper's Nest (assuming we have the proper permission to use it), maybe we can use the framework to update it to a more standard-type adventure.
  10. If you're still looking to do this, I can offer page layout/design services. I use the whole Adobe suite and have over 20 years professional experience.
  11. KoC can be had for $7 on Amazon. https://smile.amazon.com/Kingdom-Champions-Super-Playing-Stock/dp/1558061045/ref=sr_1_1?s=books&ie=UTF8&qid=1465839096&sr=1-1&keywords=Kingdom+of+Champions+%28Super+Hero+Role+Playing%2C+Stock+No.+410%29
  12. If you're not familiar with the UK personally, this little primer on London might be useful.
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