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Trechriron10

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  1. Conditions exist in several game systems. d20, new Worlds of Darkness / Chronicles of Darkness (CoD), Mutants & Masterminds (MM3e)... the basic premise is - instead of tracking a bunch of different "hit point" tracks, you have "states" that affect the character based on in-fiction things that happen to them. For example, you could have a Condition called "uneasy" [after a frightening experience, you feel uneasy until you have a chance to rest in what you consider a safe environment. You have -1 to all checks until the Condition is removed]. This is not a real Condition anywhere (yet), but I'm spitballing as an example. In MM3e, these conditions are closely tied to the damage/injury system. Everything is a save. Depending how badly you fail your save, you take "Conditions". The GM can also assign Complications based on severe trauma as desired (especially if you want a "grittier" feel). Conditions could map to supernatural corruption, injury, health or even emotions. GURPS/MM3e Affliction power is like an attack but does varying levels of distraction to outright pain to instant death. At a basic level, you itch. The next level you feel moderate pain. Then you feel severe agony. If you fail hard, you have a heart attack. It's generally configurable so again I'm summarizing blindly to illustrate - there are lots of "things" in this power (itching, ecstasy, agony, sneezing, coughing, retching, seizures, etc.). It's an attack that doesn't do direct damage. You end up "distracted" or "immobilized" or "paralyzed" or "unconscious". By defining conditions up front, you can summarize Affliction levels in the power and how it applies and then let the Conditions contain the "rules" for how it impacts the character. HERO games have a lot of back-and-forth in combat. It favors "taken out" as the most common end state vs. "killed". Which is fine. But for a Heroic game with some grit, I would want characters that take a bunch of Stun damage in the combat to walk away "bruised" and have that last for a specified period of time until healed. If you lose say half your Body in an encounter you have the "Injured" Condition, which again lasts a specified period of time until healed. So instead of relying solely on Stun, Body and Endurance you have some lasting "narrative" effects that remind everyone of their fragility. 🙂 In Mythras a Passion works very much like a skill (Mythras is a d100 % game...). Except it relates to relationships, friendships, motivations or obsessions you have for someone or an ideal or perhaps a cult. When you and the GM agree that a Passion applies to a check, you add 1/10 the skill as a bonus to the skill used in the check. In certain circumstances based on in-game actions / decisions these Passions can increase or decrease. These are loosely derived from Pendragon's spiritual traits (IIRC). I would make these work like Complementary Skills on rolls we felt the Passion applied to. (also, I misspelled "complimentary". ooops). The basic Apocalypse World GM advice is based on two awesome tidbits - the Agenda, and the Principles (I'm taking liberties with the wording as to not copy EXACTLY the words from the books...). The Agenda Make the world seem real. Play to see what happens. Make the Heroes lives dangerous & scary (or adventurous & challenged OR heroic & complicated... you know, bring the things to the session that fit what you're running and don't be boring...). The Principles Put "the important thing" in everyday situations. If you are doing supers, then put harrowing shit in everyday situations. Or maybe you got some Men in Black going on, so you put "Sci-Fi Weirdness" in everyday situations. Just put it in there. Don't be passive. The players can watch National Geographic's Earth 2 when they get home. Address yourself to the characters, not the players. Nothing pulls you out of "the moment" like using people's real names! Use the GM "Moves" (the suggested actions you take when you get to make a move) but never use their names. This applies to the players too. Don't just Block, describe what it looks like. This advice is already dripping from the pages of HERO so... Be a fan of the characters. Build up the details (Mythology, History, Color) of the world as you play. Nothing is safe. Kill onlookers, maim all the people in the falling building, blow up cars and buildings, rocks fall everything dies and the characters are looking around wondering what's next. See any Avengers movie for examples. Don't be afraid. Go all George R.R. Martin ALL the time. Weeping is an acceptable outcome. OK, just kidding, I may have got a little worked up there... Give everyone they meet a name. Make NPCs and Villains and Baristas seem real / normal / plausible. Ask questions and build on the answers. You don't have to know everything. Ask the Curious Kitten what they think. Then build on it. "Is there a fire escape in here?" - "I don't know, tell me - IS there a fire escape in here? Where it is located? What does it look like?" Then go with it. Ask yourself - would putting a fire escape in here really be a BIG DEAL? Probably not. Make Fun - Not Bore. Sometimes give the Heroes EXACTLY what they earned, rather than everything they hoped for. You saved the princess but the castle is ruined and she really does NOT like the way you ruthlessly killed the Dragon and she's going to tell on you. Think about what's going on "off-screen". Events happen. People do things. The world should move outside the scene / moment the PCs are playing in. This should generally inspire some foreshadowing... One of the "moves" for GMs is "Announce future badness". Example: "the sky darkens and off the distance you hear a violent rumble..." You don't have to decide what happens. This is similar to #8. "I drink the unidentifiable green stuff in the vial... what happens?" (I wasn't prepared for this!) "Well, YOU tell me what happens. Based on what you know, describe what it does to you". Then run with it. This is like "forced improv". You know all those GMs you envy who can just pull things out of nowhere? Keep practicing this and that GM will be YOU in a few months. There are NO wrong answers, just GO with it. Everything is a threat. Or Everything is a mystery. Or Everything is a challenge. Basically, you don't need to go into the harmless fern. "It's a typical office with desks, computers, fake plants and terrible lighting" BUT maybe the fern is a mindless alien creature feeding for its inevitable growth... "as you walk by, the glistening fern reaches out with carnivorous frons and attempts to engulf you!" See? Now the fern is a threat. Not boring. To put it another way - Drama is Conflict! The concept here is to a) not confuse the players and b) not hide the clues and c) solving a mystery is WAY more fun than being wanked by it. The mystery doesn't need to be super complex. You are not Machiavelli and likely neither are your players. Maybe 3 important facts (clues) are all that's necessary to deduct what happened. KISS (Keep It Simple Stupid). Don't be offended. I call myself stupid all the time. If the characters possess a skill that would find a clue, just give it to them!! You can roll and embellish the information on that clue depending on how well they roll. When you devise your mystery you should note some ideas on WHAT to embellish... NEVER I mean absolutely never I don't care how old school you are or how fun it is to feel smarter than every person in your circle of friends - NEVER withhold a clue. NEVER. If you absolutely HAVE to skip a clue in a scene because your NERD-compulsions won't allow it then find a way to slip it in the next scene or a later scene. NEVER. Withhold. A Clue. So serious here. How many mystery novels have you read where the antagonists DON'T solve the mystery? Zero? Yeah exactly. Now, imagine your playing in your game and four sessions later the aliens invade the earth, everyone is captured and the last thing the dying heroes see are the Prison Mines of Artox 6... Who's showing up to your next game? Exactly. You want them to solve the mystery! See Principle #4 above. Also note I didn't say just hand it to them in a Cliff's Notes summary before the game. They should still work for it. Just don't OBFUSCATE it under layers of boring mundane set pieces drowning in boring rules expositions. Whew. That was a lot.
  2. Mutant's & Masterminds conditions (d20, True20, et al). I would tune them to be more HERO-like, but I really dig the idea of them. Create a new power similar to GURPS Affliction that utilizes conditions. MM3e has a similar power. For Heroic level games I would tune up Stun/Body loss with Conditions. Probably steal some ideas from LTE tied into certain Conditions to emulate injuries. Passions from Mythras setup like Familiarities. When focused on something related to a Passion you get a complimentary skill bonus. I always use the GM Principles from the various Powered by the Apocalypse games because they are brilliant. Tuned by genre, but there is a theme... Also, focus on the conversation, the description (this is suggested in HERO anyways...). Mysteries are always handled with a combination of GURPS Mysteries and GumShoe GM advice. Clues are obvious, deduction is based on clues, don't make it too complicated, etc. I would probably never use the Deduction skill in HERO.
  3. I assume you're answering my post... I can start a new thread. But we need a handful of people to make it fly. I'll be working on some of my own worlds as well.
  4. I would be willing to setup a shared superhero world for HERO 6e, on World Anvil (I have a paid account - I can add other admins...). I would also be willing to donate up to ten pieces of my Dreamstime subscription for (non-exclusive) artwork. I speak Photoshop to trim assets for online display. To start, if we create a significantly detailed world on World Anvil, we can just point the principles at the existing work (you know, to show how awesome it is and convince someone to grant us a license...). Makes it easier to show the quality... In addition, I have InDesign and can layout (or help...) and create a PDF / POD for sale on DTRPG (if we can get a license) - so those looking for PDF or physical books could get something in their preferred format. If we get to this point, we can re-invest funds into yet MORE artwork... perpetuating new cycles of content creation. Also, there are PILES of cheap art resources in stock art on DTRPG. I'm suggesting that interested people can collaborate on a shared setting and then point people to this resource as a good intro to HERO. If we can recruit say a dozen contributors over time, there will be a constant stream of new material... Unless Cryptic + HERO is interested in supporting a similar effort online for Champions... getting approvals is usually slow and painful. We would likely have WAY more fun starting from scratch. By fans for fans. If we stay persistent and involved, this could start a nice buzz for the game.
  5. OH MAN, I just used up my last one to avoid spending money to see the new Hellboy. Shoot.
  6. A Content Creator program on DTRPG would be awesome. I would be all over that.
  7. Fair enough. Getting stuff across either big pond is too expensive. HERO needs color high quality POD. It's tad more expensive but the DTRPG high quality color hardbacks are superb. Spence, I'm hearing you. I agree. How do you feel the HERO basic book does as an entry level introduction? Fantasy HERO complete?
  8. I really believe there should be an order to introducing someone to a system like HERO (or GURPS). Play a one-shot with pre-gens, keep it basic and fast. Invite someone to a regular game. Ask them conceptually what they want to play. Build a character for them. When they are ready to invest XP, you can teach them the building blocks - one thing at a time. Each session, introduce a new combat maneuver or option they haven't used previously. Lend them a set of books, so they can peruse at their own pace. Ask them to skip over stuff they find boring or too complicated to understand. Let the group explain the complicated parts. If they like gameplay, the next campaign work with them as they build a character. I've found that games with more crunch (or potential complexity) just need to be introduced in steps. I'm reading through 6e1 and 2 currently, and yes they can be verbose, but I like all the examples, suggestions and help. A game like HERO needs some consideration when you're building stuff. Without the right guidance you could end up with some characters or settings or adventures that are not fun to play in (too easy, too hard, too fiddly...). So the point here I'm suggesting... Let the books have as much info as they need. It's highly likely that anyone getting into HERO is going to come from a fan showing them the ropes. All across the intertubes you see people requesting to be taught D&D5e. It's a simple game yet people still want the guidance. Newbs are intimidated by everything until you play once. Then (generally, in my experience), the floodgates open and many (if not most) dive in with wild abandon. 🙂 Just get them there. They want to nerd-out with you and most endeavour to learn the system. I wouldn't worry so much about the presentation or the lack of adventures. If you want to help HERO do better, run a game! Encourage participation by a group. Encourage people to buy the books. Sales is one of the best ways to ensure your favorite game will continue to be supported. So, for example, waiting to buy a used book on ebay at a discount is probably doing far more immediate harm than the presentation of the game. I purposefully bought by PDFs and Hardcovers directly from the store. Why? Because they don't have to pay fees to DTRPG. I bought some POD only because they were not available on the store. I paid full price for my products. The return on investment for RPGs is high (if you play them!), so I believe that publishers deserve that cash. I certainly get tons of mileage out of my games... Adventures are generally a bad investment unless you have a strong stable of GMs buying books. They just sell less. I think Paizo's Adventure Paths are a great example of how a company broke this curse. The subscription model was genius for one... Also, they are super focused on a herd of GMs! The players come in and buy a book or two and play. Then a third of them decide to GM. Then you recruit them for organized play. GMs buy all the books and pick up APs they are interested. Wash. Rinse. Repeat. You generally will be able to build a player base but what you need (really) is to build a GM base. I'm currently looking into a digital option to share worlds / adventures online with a subscription model. I think this will be the future of publishing adventures and settings. Not printed product, but resources GMs can use to create adventures easily, print only what they need, organize things in the manner they like best. My hope is that by catering specifically to GMs I can build a nice following of GMs who like what I'm doing; that will make the venture profitable enough to justify the time. None of this works if people don't play the games, create groups and run the games, and most importantly... buy the games (and make new GMs... 🙂 ) Just my two cents...
  9. They are an exclusively D&D 5e group and not super open to new people (old friends, kids, special needs child in the mix). However, If you want to join us up north we could make it a tad easier for you. You could meet me in Renton (opposite of Sea Tac) and we can carpool over to Seattle. I have a guest room, so if you didn't want to travel home on a FRI for whatever reason, you could crash at my place and embark in the AM. 😄 OOC, Are you military? Retiring or is this your final assignment?
  10. The group I want to form would be at Metro Seattle Gamers in Seattle. Not sure about the drive from Marysville, but certainly closer than Ft. Lewis. I'm suggesting jlc3721 look in the southend, because if he's stationed on Ft. Lewis, burning 60 - 75 minutes driving to a game can get old real quick. I have a ton of friends in the Tacoma area and I used to game with them, but the drive sucks.
  11. There are several great game stores down there. The Game Matrix in Lakewood and Gabby's Olympic Cards & Comics in Lacey. I used to live down south, and there are TONS of games. If you want to find something closer by, it shouldn't be hard. I would start a new thread "Looking for HERO 6e in Ft. Lewis / Tacoma / Lakewood / Lacey". Also, Reddit's /r/lfg would be good too.
  12. https://www.reddit.com/r/SeattleRPGCarousel/ Still forming the group! I want to rotate games/GMs 8-12 sessions. Several games on the table. Happy to play Hero as one of them! If interested, PM your Reddit username and I'll add you to the group. Looking at Metro Seattle Gamers as the potential location...
  13. I will be putting together a new group to meet in the Renton East Highlands area soon. I'm looking at GMing some Savage Worlds. Open to playing other systems. I'll PM you my contact info. Not sure if the Doctor found a group yet... I decided that Hero was a little more crunch than I want to deal with so I'm focusing on SWADE for now.
  14. I cannot recount the last time I fired up my HERO brain and counted body... since the 5er days... Father, it's been 15 years since my last HERO session... Tonight I introduced my regular Sunday group to HERO 6e! We are starting with the Fantasy Complete for a handful of sessions (using the pre-gens and adventure/setting from FHC). After a few sessions we will create new characters and adventure for a few more sessions! Eventually, we are shifting to a sci-fi setting of my own creation for (what I intend/hope) will be a long-term campaign. I wanted us to get familiar before we jumped right in. I was touching up the characters to give them some equipment using Hero Designer, and I wanted the Elf Bard to have some Elven Chainmail. I grabbed the regular chain in the prefabs, changed the weight from 'full mass' to 'half mass' and viola! Magic armor. In a couple clicks. I like the Half-Elf Warrior Mage build! That is an ugly contender. I picked out my favorite 8 characters that I want to use for some convention games this year. I decided the Lizard-Folk Shaman knows how to turn into a giant snake (of several varieties) or a velociraptor (as a revered animal of his clan! - yes, he has a skull from one...). I just copied out the pages from the Bestiary for quick reference. This group didn't pick the shaman... . They went with Human Barbarian, Elf Bard, Sprite Druid, the Half-Elf Warrior-Mage, and I tossed in the Human archer as an NPC. I'm a little rusty... but it was fun and I'm certain this group will pick it up fast. I missed the speed chart. Seriously, I love how speed works. I also missed all the cool maneuvers and the in-play flexibility. One of the crew was looking through the book and exclaimed "you can use another character as a weapon"! I think he's sold. A couple of the GURPS people are still on the fence, but I'll win 'em over. .
  15. I am very interested in starting a new group around the HERO system. I'm interested in 6e. I have also GM'ed for 35+ years, so rotating duties would be superb! I live in Renton (East Highlands). Do you have a preference for location? I'm allergic to cats, so my options tend to be limited. I have a nice little area on my 2nd floor, but it can get warm in the summer. I would prefer a SAT game day, and I usually like to have more than 4 hours (maybe 6?). I have recently been playing some GURPS 4e, but I'm burned out on it. I like crunch, just want it in different areas. :-D I played and GM'ed a bunch of 5ER back in the day, but my HERO-fu has atrophied a tad. I have a pile of 6e books on digits, all the software, and a handful of print books. So, I am ramping back up quickly...
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