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Scott Ruggels

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Everything posted by Scott Ruggels

  1. Gets buried in thousands of Vargr sports fans irate at missing their passage home.
  2. I can see this being used by Bliggets, wanting an article header image, the way The Atlantic, or National Review dis it for their online articles. There are better programs out now, but are tightly locked down by their respective labs. Seen some of them, and the results are clearer.
  3. I am tired of, and done with Star Wars, at least the way Disney does it. Much as watching people make D&D conversions for Fantasy hero, just annoys the hell out of me, I am also annoyed by putting a Star Wars skin on what ever rule system is currently popular. It’s like Star Wars has become the 5eD&D of Science Fiction. I would like to play or run a more scientifically respectful SF game, or even Classic Traveller. ( Or Traveller Hero), but I am sick of Space Wizards, and Mary Sue self inserts.
  4. Later, yeah, but my second Champions character had a 3D6 RKA. Others had similar and sometimes higher. I’ve also purchased +1 on the stun multiple on a few attacks. Remember, Champions was for us, purchased at a wargaming convention, so depending on which GM, was how much of a wargame Champions could become. Our zeal in exploring the rules and creation of characters, had us also creating villains to test against the heroes. Compared to that, the strict genre emulation, especially if Comics Code approved titles, felt too fluffy and inconsequential, in comparison. A year later Pacific Comics and First Conics started publishing for the Direct Market, and Mike Grell’s John Sable Freelance became a big influence on us for character approaches. The STUN lotto was just seen as an efficient take down of the opposition, and we designed characters with the expectation RKAs would be used against us. Hence how our early campaigns became Dark Champions before it was ever published.
  5. A good start, but a lot of it is good roleplay. Be decisive, and clear in your commands and explanations. But in those situations, either you’ve got it or you don’t. High PRE, high Tactics, coordination/teamwork rolls, and a clear set of guidelines for what to do in a number of situations.
  6. I’ve still got my BBB. My current problem is no one is running Hero locally. I have played in 4th Ed. PBM and PBEM, under Carl Rigney, but I have not GMed one. I have GMed a small Play by Post on a Discord server, but it stalled.
  7. I have a Redwood in my back yard. It's full of crows.
  8. 14 for me. I didn't get to the Est coast very often, but my Pare3nts like to travel the country in the summer (Dad was a University Professor, so he had three months off in the summer).
  9. I use Kerosene to clean things, usually gun parts, and it's great for keeping things from rusting in the short term. Detergent free oil is available for some tasks (bluing, quenching, ect.), but it's not as common. So this vehicle has the usual 45mph top speed, and just rear wheel brakes? Originally cotton brake pads? It's kind of frightening driving at night on a 6v electrical system, with the headlight only getting to a limited brightness. My experience is with Model A fords, and WW2 vehicles. Model Ts were explained to me , as gas powered golf carts. Same performance, but with non standard controls.
  10. No it doesn’t! I would buy the stun multiplier up! 5 works. It also has I think the most non superhero support materials.
  11. 6 volt system? standard 30 weight oil? Hexagonal cels in the radiator? standard control, or throttle on the steering wheel? Helluva nice bed on that thing.
  12. Finished the season. Much better than the Second. Kind of a satisfying wrap to the season. The feeling I get, is the the next will be the last. But it's really a look at celebrity culture, and corporate management, and that's the framework of Garth Ennis's disdain for superheroes.
  13. Once I get the hang of sculpting in Blender, get back to me on STL Mini files. Progress is a bit slow, however, at least at this time (summer).
  14. Well for "Heroic" level, it should work. It is not a bad idea, and I think it could be workable. Though, I still think figured characteristics have their uses for new gamers. It did, and Aaron Allston's Rogues Gallery would occasionally publish adventures. I had a fairly complete selection of that APA, but I have not uncovered all of them from storage.. No and until recently was operating under the obsolete idea that Adventures did not sell. But looking at other company's products illustrates that it is no longer the case. The difficulty of writing Adventure Path games for Hero characters is the incremental and often uneven progression of characters, Unless , such in the case of Pre-gens, they are up0dated for the next Chapter, or Book. Other than that, having the Pathfinder "three track" approach* would make for a less railroad approach to module writing. This is not a bad idea. Though you could do something similar, such as including a book of Templates, or a pared down subset of templates Both "The House of Ideas", and the "Distinguished Competition", to illustrate the expected "power levels" of the heroes. Toss in Hudson City, as the campaign city, mostly because of the maps and decent background? The Toolkit approach is an artifact of the lack of an internet when games were still in books. Having it arounds is a good idea, especially for the module writers, but the general Public would dry up and blow away in the wind when looking at those books too long. *The Three Track Approach has a few set pieces, but different sub-quests based upon if the team/party approaches with Stealth, Diplomacy, or firepower, and as such each track may have different locations and NPCs to interact with. No approach is inherently bad, but the outcomes might produce different results. It does make the writing a bit more difficult, but produces quite memorable, and often replay-able adventures.
  15. Sounds good. Very interested in hearing about how this works out.
  16. That is precisely "it". Separate things back out into separate games (but keep the base mechanics nearly identical). Using figured characteristics keeps things in the same bands of capabilities within the "game", and keeping the amount of points down so as not to aggravate math anxiety, or necessitate the need and use of Hero Designer. Before budget necessities had Hero adopt the square (perfect) bound spines for game books, they were saddle bound and came in a book with accessory materials, and a set of tiny blue dice. I am not sure books are the way to go in the current market, but if so, having the rules and two adventures, and a paper map, inside might be the way to go. Like this? 3rd was well supported back then: The problems I see that are an anathema to young gamers is the tool kit approach, the amount of reading, and the lack of Adventures. have to keep things simple, even pencil and paper simple. So, low page counts and Adventure Path style adventures.
  17. In my experience, if you were polite and slow moving around Aslan there was little problem, as they wanted to sell you stuff as much as you wanted to buy it. just be respectful, to all of them, and let the kids gnaw on you a little, and everything is fine.
  18. Watched "The Terminal List" on Amazon, starring Chris Pratt. it illustrates why I like Anton Fuqua as a director and film maker. Quite a tense series. Good source material for Dark Champions.
  19. Anything as a follow on would be a horrible, if not fatal move for Hero. IF you have a game where you need a separate piece of paid software to create a character, it would be classed as a failure in most other contexts. This is why I am advocating stepping back to 3rd, and a limited 3rd at that. taking into account limited attention spans, limited time, stepping back towards Hero's original simplicity, and having the book as a game and NOT a toolkit seems to be the direction that should be taken. Re-label 6th edition as "advanced Hero" and the 3rd, as just "Herosystem" if you need to, but keep the toolkit and the decoupled characteristics away from the new users, and include just the genre appropriate information within the book. In a post above, Jhamin advocated for 6e, but said "Introduced" to the new players. That is all find for his friends and acquaintances, but what it is NOT fine for are those people finding the system for the first time, and passing it over as too crunchy or complex. The "new" books need to be written for people that have not played before. The game is no longer an industry leader, like it was in the late 80s and early 90s. Editorially, it needs to be aimed at a new audience, who can pick this up and run it from scratch without outside help or advocacy, and the existence of Hero Designer rules out any use of 6th edition for this task. Thin rule books, with an informative, conversational style, and 4 adventures, should be the model.
  20. It's becoming apparent in this thread that what would work is a 3rd. Edition Hero book with modern layout and formatting. Even while Duke has had success with 2nd edition with his youth group, a "powered by Hero" type game with 3rd edition rules (Low complexity, low page count), and a simultaneous release of a minimum of two adventure books (magazines ala Adventure paths?), seems to be the Optimal path. Anything after 3rd edition is pushing the page count too high. Leave the toolbox approach to the core rules that already exist, and incluse only what the genre requires. What sorts of games? Well Champions of course as it's the most active. Fantasy could work. Modern Action would work. It basically become a "Streaming Television game". What else might work, if one remembers that we can have no licenses, and no large page counts? Try to think about what would sell to people that game on line and don't have a lot of time for prep, rather than your "favorite" genre. Also how wide or narrow does one go for the genre? No tool box, but a little flexibility might be nice.
  21. Not everyone can write well. Fewer can draw well. Noticing a problem is valuable, but not everyone can create a solution.
  22. It might be taking advantage, but I know several Russian digital painters, classically trained, looking for work. Maybe, maybe not. But there are non hacks out there. Just need to look at a lot of stuff and compare rates. Art Station, Deviant Art, Polycount, there are plenty of places to look.
  23. The amateurs using the templates? No, there is no profit. The Kickstarters , however, seem to be. https://www.hipstersanddragons.com/best-dnd-kickstarters-5e/ An unfortunately named website, but the data there is up to date. Another item I have noticed that there is a small but growing OSR community, and they are reprinting old tabletop wargame rules for miniatures that Pauli Kidd on YouTube has been showcasing. There is definitely interest out there, but for Champions, I think taking a modest approach, with adventures, and slim rules would be better.
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