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1upus

HERO Member
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    Brisbane, Australia

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  1. Masey Thanks for the tip and the example of the ego attack. Just watching the brief description of the power allows me to glean at the flexibility of the powers system. In any other system, entangle would refer to a physical power. But reading the description you put up, and the change on the descriptor and the 'stat base' (sorry not aware of the Hero terminology as of yet), you have changed what essentially a physical power to a mental one, but the net effect is the same, the target is immobilised. I am beginning to see the flexibility inherent in the Power system. I suspect I am also started to see where the potential limitation of the system could be. Being unused to such flexibility, and more used to being regulated by rules sets, this flexibility could potentially limited by narrow in the box thinking. You almost have to step outside your normal comfort zone to use the Powers in a creative way. BigDamnHero In our group, the biggest issue in Necessary Evil was not so much the kill the opposition and take their stuff mentality. Instead, it was almost a black and white view of villains. Our group couldn't get past the fact we were villains first, and remained stuck in that villainous rut. Once a bad guy, always a bad guy sort of thinking. There was no thought in most of the gamers of the chance of redemption. It is almost like you said, they have been given permission to be the bad guy, and there was no turning back. But yes, a fun camp gain with some interesting characters, even though we remained within the Savage Worlds rule set Zslane Thanks for the primer on the rule set. I suspect, like all legacy games, with a rich background, the Hero System over its various incarnations has gotten rather bogged down in the rules. The more a game is played, the more players will find a way to 'break' the rules. The Hero System is not the only ruleset to get so bogged down on the details. Look at Pathfinder and the numerous books and rules it brings out. Where the current incarnation of the Hero ruleset seems to differ is in the way the rules are presented. I note that there re two major tomes for the 6e Hero rules. But these are released with any default setting of fluff. Having two amor rules tomes without fluff is more akin to reading an anatomy textbook than a gaming reading selection. Without the fluff, most gamers eyes will glaze over trying to engage and remember the rules. The trend towards single all inclusive rules with a default setting or at least genre splat (i.e. Champions, Fantasy Hero or Star Hero) at least dresses up the rules with some genre specific defaults. But nothing beats a rule book with some fluff (or in my case, I would prefer fluff with rules interspersed through it) to keep me engaged. I have yet to read the MHI rule book, but suspect you are correct, you need something that has the fluff to draw and engage the potential gamer, and let them learn the rules through reading the fluff and 'live' examples. Lucius thanks for the information Thanks everyone for the help you have all provided. It reconfirms my decision to go down this path. I think the idea of using either pregens or GM created characters initially will do a lot to smooth everyone's transition into the game. MHI for me is a most definite entry way to the Hero System. I will pick up Champions as discussed for using to reskin a Grim Noir game at some stage and probably a bestiary to begin with Time to go spend some money at the store Thanks again. Hope to tap on the wealth of knowledge of the forum members as well as the generosity for their time in replying
  2. Massey, Thanks for the heads up regarding the system. Have to admit when I first saw the 6th ed rule book, all rules and no fluff, I personally shut down. But if generating powered characters are the first hurdle, pregens and normals of a MHI game is most definitely the way to go! Learn the basics first then plumb the system afterwards to discover its flexibility and strengths.
  3. Bigdamnhero, Thanks for the intro to the system and guide to additional resources which may come in useful. As a closet comic fan, Champions has a certain appeal. Also useful as my other favourite series is The Grim Noir chronicles and I can see a powers list as useful in setting up a game in said universe. And a Grim Noir knights game is probably going to be the closet to any super heroic RPG action I am likely to get. Any super heroic games we seem to start seem to degenerate into villainy before too long. Even when we played the Sacafe Workds setting Necessary Evil, where we did play villains substituting for heroes, the group seemed to revel in their villainy a bit too much. The notion of possible redemption just seemed a step too far for our group.
  4. Bigdamnhero, Thanks for the intro to the system and guide to additional resources which may come in useful. As a closet comic fan, Champions has a certain appeal. Also useful as my other favourite series is The Grim Noir chronicles and I can see a powers list as useful in setting up a game in said universe. And a Grim Noir knights game is probably going to be the closet to any super heroic RPG action I am likely to get. Any super heroic games we seem to start seem to degenerate into villainy before too long. Even when we played the Sacafe Workds setting Necessary Evil, where we did play villains substituting for heroes, the group seemed to revel in their villainy a bit too much. The notion of possible redemption just seemed a step too far for our group.
  5. Hi. New to the forum, brought in by the MHI game. In all my years of gaming none of the groups I have been associated with have even been remotely interested in the Hero system, so the rule set is totally foreign to me. Hoping to find out more before committing to the game. But in the meantime, introductions. How did you come up with your 'handle' (forum name)? - 1upus because Lupus was taken. And no, I do not suffer from lupus. Latin for wolf What was the first tabletop RPG you played? - first ever RPG was D&D, basic box, which I'm sure dates me What was the first tabletop RPG you GMed? - in the 1980s, way before Star Wars d20, my gaming group of the day reskinned AD&D into a Star Wars RPG set around the classic trilogy. A long time ago before the prequels were even imagined by fanboys. What are you currently playing/GMing? - haven't GM'd for a long time due to a lack of preparation time.Current gaming revolves around John Wick's Blood & Honor. Relatively rule light and I live the collaborative fiction feel if the way the game runs. Additional note: What brought you to the Hero System? - as mentioned, I am a huge fan of MHI and only discovered recently there was an official RPG. Here to find out more. I'm also a big fan of the GrimNoir stories amd am considering reskinning Champions to create a Grim Noir game.
  6. Hi, Long time gamer and huge fan of the MHI novels. Didn't realise there was a MHI game until recently and have come to have a look. In all my history of trying different rule sets, I have somehow managed to avoid the Hero System. Most of the groups I have associated with have always dismissed the Hero System as excessively complicated. Is the criticism justified? I see most praise the game for its ability to generate or replicate statistics for anything out there. How? How does this differ from other game systems? Is it easy to introduce a new gaming group to the rule set? None of my current gaming groups are interested in Hero system citing the criticisms above plus the claim of an outdated rule set. But given no one plays, I'm not so sure how real these comments are. So, it has to be a new group of interested gamers. Using MHI as the introduction as it is a common hook for this new group of essentially non gamers. Hoping to get into MHI and am curious as to the Hero System. 1] Is it easy to pick up and run? A common criticism is that it is excessively maths heavy. 2] Is the MHI rule set complete? Or do I need other rule books? As I will probably be ordering direct from Herogames, might as well make any necessary purchases at the same time to save on shipping. I guess, one quick question is generating unusual monsters. I see there is a thread here about statting out monsters. Is there rules for that in the MHI game? Or do I need to expand the books to other games using the Hero System game? Thanks in advance for any help
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