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Scott Ruggels

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Everything posted by Scott Ruggels

  1. Bad? In your opinion. In our games it was a feature.
  2. That’s pretty beefy. Sort of in the Carl Gustav range, but without the back blast.
  3. I can do a decent Jack Kirby pastiche XD
  4. If we include APAs (which I approve of), why not Aaron Allston’s Rogue’s Gallery ? Steve Long was the editor after Aaron handed off the reins. I was a member and the quality of the material is good. I don’t know Haymaker but would love to read them.
  5. Halfway through Amazon Prime’s, Tales From The Loop. It’s a series based on the art of Stefan Stahlberg (sic) who does these realist paintings with unexplained SF elements in them. The show is very much like The Twilight Zone. Soft recommendation.
  6. Yes. I prefer 4th edition (BBB), but may go back to 3rd (Danger International specifically), to run an “The Expanse”’like Hero campaign for new players. Thinner rules, but still handling skills and hit locations. I ran FH for decades on the original FH book (I was one of “Doug’s Thugs”). 6th edition decoupling just seemed “wrong” to me, as well as the deletion of comeliness. I’ll play it,’l but Inprobably won’t GM 6th edition.
  7. I think YouTubers as minor celebrities are currently the most influential.
  8. Well this is unpleasant news. He really kept Batman relevant. He did really good work.
  9. Finished Netflix's She-Ra and the Princesses of Power. My friends hated it. I was conflicted about it. the first two seasons of it were rather terrible. But the final season (Complete) knocked the story telling up a notch or two. However, it seemed to be veering far away from a kids' cartoon into Tumblr fanfic territory. It got pretty dark, and the BBEG of the show was s definite commentary on organized religion, but that gave him a very different flavor than the usual Mustache Twirler of most Kid's cartoons. The series was wrapped up, and there was no indication of any future sequels so it wrapped up. It was interesting that the comedy faded away as the stakes got higher, so it could be more compelling, but the relationship issues I did not find compelling, even though the acting and the writing was fairly good (especially compared to the first two and a half seasons).
  10. I do remember that show. His Transformation was... interesting, using a weird wall lamp to project rays on the walls behind him. A way to avoid having to do it with opticals.
  11. Depends on the age of the player. on the other hand, Anime, like "Goblin Slayer" is a pretty close following of D20 based Fantasy.
  12. I had magic roll just be a flat roll, with no modifiers for power, unless the spell had a disadvantage “Unstable”. But my FH games had a very different feel from others as they were low-medium Fantasy with a regionally defined magic schools. Having a magic roll defined you as one who could wield magic. What you did with it was the character’s business. The limitations were that all spells were GM defined and GM built until I deemed the player trustworthy enough to build their own.
  13. I don't run games with betrayals. Even if some Genre's do it, I won't. I did accidentally crater an FH campaign when I offed a beloved NPC to illustrate a trap, though. Ended that campaign within two weeks because of that. Lesson learned.
  14. Welcome to Hero. Generally, yes, you have the shape of it. mage declares their intention to cast a spell on their phase. First they make their magic skill roll, then their attack roll, and with a hit, then damage roll. This all depends on how the magic for the campaign is constructed. Avatar: The Last Airbender works differently, in that "Bending" as i see it would require complex Gestures (Two hands plus posing), and an Ego Roll to control it, plus any skill levels with Controlling, but then roll against a hex's DCV of 3, because most Bending attacks seem to be Area of Effect attacks. Magic can be built anyway you deem appropriate for the campaign background. There is no one set standard way to make a magic system, but it is advised to make the system consistent within the campaign.
  15. Part of this is a "Loss condition" of players that are of the "gamist" persuasion. A lot of players are "in the moment", and experiencing the situation as they happen, without any consideration of what the narrative may be in the future. The other thing is that villains who escape erases a player's and team's achievements. There is a split between those players that enjoy Genre emulation, and those that enjoy overcoming tactical obstacles and completing the tactical puzzle acceptably. We had one GM Early in our Champions careers that had villains that escaped a lot, and that kind of twisted our group, and what had started as a somewhat Avengers inspired group, soon had a turnover of membership that pushed it in a "Dark Champions" direction, a decade before Dark Champions was a thing. The other two GMs of our group did not do this, and those super groups maintained their comics code conduct through the Mid-late 1980's. Most players despise the loss of agency/ options that capture scenarios present. Yes, this is a staple of fiction, and various genres (see James Bond), but it means that the captured character might as well read, or be sent home, until the attention of the campaign is directed at them. At it's core, it is perceived as NOT FUN by the captured player. A later group I was involved with, trained extensively to avoid capture, including retreat from the field if necessary. We would take the loss to avoid capture, because capture in that campaign against specific villains was bad (Character would be turned into an NPC minion of evil mage type). We actually enjoyed training scenarios for that campaign. For a lot of players, story is what you tell after the game.
  16. This was sort of how I imagined "Bending" in Avatar: The Last Air Bender works. Complex (two handed) gestures, and an ego roll to control it. But it's also very common.
  17. Classless seems to be more of a "book" than media thing. I did run a fairly "classless" game in that anyone that wanted to take one of the schools of magic was free to, but it locked you into that school, so you could take as many or as few spells as you wanted.
  18. I think th inherent limitations of Magic in FH are the expense and any sort of background. Without resorting to emulation of “that other game”, which Inthink is kind of pointless, there are things that in a background would become necessary before matic could be purchased, such as an ancient language, with literacy, some sort of craft skills to be able to make magic items, or a form of dance or martial art to be able to perform the complex gestures needed for powerful , but non-combat rituals. All of these would be point sinks that would keep Joe Fighter from becoming Geralt without some background justification, and a decision to not be as good a fighter as someone else who declined to spend the points on magic. However I believe the biggest strength of FH is that lack of any sort of a class system within it.
  19. Since they are Feds. I can see them doing a lot more traveling within the US. They will only be tasked to a city for the duration of an operation, but since they are looking at Federal crimes they might have members sent all over. So drug crimes, data piracy. Serial killings. Human trafficking, anything like that with a supernormal angle will be in their purview. They would also be available to assist in situations where a local super team has been incapacitated, or does not have the ability to handle a powerful group of out of towners. They could also interface with other state and Federal agencies that call them in, when it’s figured out that the problem involves Supervillains. This opens up a lot of opportunities and actually sounds like a very interesting and rich set up.
  20. Are they sir breathers or water breathers? Water breathers would have problems with complex instrumentalities withou fire or forging. Due Laba vents exists, but water can transfer heat away quickly.
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