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donm61873

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Everything posted by donm61873

  1. All we're doing right now is converting the materials in the previously published Traveller HERO material to H6/CC compatibility. Once that is done and Traveller HERO is again available, we could do more. But since nothing is available until the conversion document is ready, that's our first step. I'm about a quarter way done right now with a first pass.
  2. Marc (Miller) has asked that all posts related to the effort be on his board, so I'm keeping my posts on COTI.
  3. We're a go. I'm working on the conversion document, but please post comments on the FFE board (www.travellerrpg.com).
  4. Ok, we just took a massive step much closer to getting this done, and now I have a serious question... Can folks point me at various documents others put together for converting items to HERO 6th? I'd like to make sure the conversion document that FFE puts together covers all the basics.
  5. Thanks. After that, the repayment of loans begins...
  6. Yes, but we're still discussing numbers. Out for a week -- my son's graduating from his master's program. Then we'll see if we can finalize the details.
  7. Actually, they could affect Krunk under certain circumstances. Ok, simple knockoffs of Cap, Hulk and Thor it is...
  8. Because I am a sad human being... before I stoop to new levels of ignominy, has anyone previously built Valhallen, Krunk and Major Glory, or do I just rip off Thor, Hulk and Captain America, and add equal levels of sugar and silly? Sugar is required as a major component in Justice Fruit Pies.... (sigh)
  9. Just an update that we are progressing. We're now at the actual financial part, so things are slightly delayed while everyone waits for me to do actual math, and then coordinate between Comstar and FFE. I've also done the basics on identifying what needs to be converted in the core TH books. My biggest question: should I focus TH efforts here, or on COTI (http://www.travellerrpg.com/CotI/Discuss/forumdisplay.php?f=145)... I prefer to keep everything one place.
  10. Thanks, but what about converting the turak/atlantean/vudorian age books to 6th?
  11. Anyone done the hard work, or I'll start myself on some items this week, but thought others might have already walked this path. I still haven't figured out the search function on this forum well enough yet...
  12. Then it's definitely a style of play. As long as both stay supported, I'm fine. Are there other methods as well commonly used? I've found over the years that HERO is amazingly flexible for style of play, even by separate GMs who have run it for multiple editions.
  13. That depends on how a GM rewards their players... that's more a reflection of game style and GM decision. I've run FH/SH games where certain rewards were points, not money. All tools in a GM's kitbag...
  14. The posts so far are focused on in-game costs. However, on the character sheet, shouldn't ordinary items be accessible through Wealth perks, and magic items be paid for in character points?
  15. At the moment, we're reviewing books and page counts, and I'm pulling together notes on all the materials for errata and editing. A lot of it is small stuff like correcting "vac suit" to "vacc suit". So I've now done a review of the two Traveller HERO core books, and I'm wondering how many referees ran HERO campaigns using the books, and what supplemental material you might have had to put together (builds, etc). Because if I'm going to work on HERO books for Marc Miller, my wife will NOT let me get away without running a Campaign. Heck, to get up to speed with H6/CC I had to start a new supers campaign (set in New Orleans). But now I'm not sure there's enough material actually in the Traveller HERO core books to actually convert a CT adventure to HERO, and I'm wondering if someone else already solved the problem I've just ran into...
  16. Glad you could join us... Actually, I'm the delay at the moment, I believe. Late in January or early February every year, I run a game convention in Illinois, so I put all my Traveller activities on hold for that. So the legacy errata projects, my long-stuck Mongoose alien book (Droyne) and, yes, Traveller HERO, are all on hold at the moment so I can run a game convention. Hoping after this coming weekend things will unstick.
  17. Conversion notes from Classic and/or T5 to TH. Noted. That's a substantial and extremely useful suggestion. Thanks!
  18. There are places to complain and argue about T5, but this discussion really should stay focused on Traveller HERO, and on converting the existing Traveller Hero material to be compatible with Hero6 and Champions Complete. An update: Kevin, myself (representing FFE/Marc Miller) and Comcast are reviewing the complete list of TH materials. FFE's goal at this time is to release that material in PDF form, along with any errata (so far, none reported) and conversion notes to H6/CC on a CD (like the many other FFE version CDs). Everything is positive, and we have the basics for an agreement, we're now seeing what all will be in that.
  19. Yes, something like that, but filling in more details. Years ago, one of the old Champions BBS forums had a questionnaire about campaigns. I thought I'd saved it, but haven't found it anywhere
  20. Here's what I've written up so far. Please poke holes or suggest changes... 2015 NEW ORLEANS CAMPAIGN Campaign Description: This is a Standard Superhero campaign. The Player Characters are superheroes in a modern day world populated by paranormals. They will fight against supervillains, villainous agencies, criminals, terrorists, etc. All the Characters should be “Good Guys” who can work as part of a superhero team. Importance of the Player Characters: The Player Characters are Superheroes. They are independents, but should be able to work with the US Marshals (who operate three public paranormal teams (DC, LA, Chicago) and the local Law Enforcement organizations. The New Orleans police do NOT have a paranormal unit, and Louisiana does not maintain one at the state level. The Texas Rangers do have a unit, and the Louisiana governor has requested its assistance in the past. The regular US Army, Marines and Navy all are known to maintain paranormal teams, but not publicly. Crazy world governments make accusations against the US regarding these regularly, which everyone mostly ignores. Just as there is no PRIMUS counterpart, there is no UNTIL counterpart either. The world governments have adamantly refused to give the United Nations that much power, insisting on treating paranormals internally The Campaign World is identical to our own except for the presence of superpowers. It is both a brighter and darker world than the one you know. Advanced technologies have made old power sources obsolete and the environment is recovering from decades of abuse, but super powered megalomaniacs, terrorists, and armies have made the world a more dangerous place. Technology is equal to the Marvel Cinematic Universe. Some rebuilds after the damage of Katrina in New Orleans may have incorporated this tech (particularly in the Uptown and Gentilly neighborhoods), but it has usually been done discretely. The PCs should be the most important local heroes in the campaign. Supers are people with powers, not the other way around. Normals are just as interesting as supers. There are more heroes and villains around than just the ones with superpowers. Every PC, NPC, and Agency should stand out as a unique entity. Diverse ethnic, natural, and religious backgrounds make for memorable realistic NPCs. In any conflict between realism and fun, Fun wins. The best campaigns tell a story. World Description: The New Orleans campaign is set in a mostly four-color comic book world, full of larger than life characters. Technology is more advanced than the real world, and magic is real. Creatures of legend roam the earth, but aliens are simply rumors. Maps: http://www.neworleansonline.com/tools/transportation/maps.html The Story So Far: New Orleans is still recovering from the devastation of Katrina. While superheroes had been in New Orleans previously, the last real ‘team’, the Crusaders, quietly hung up their capes in the mid-90s. However, former member Windwall died attempting to reinforce the 17th Street Canal during around 6:30 AM on August 29, 2005, when the breach expanded to a nearly 450-foot wide gap. Her sacrifice allowed the rescue of numerous victims in the area. She is remembered by a statue in a small park on Bellaire Drive. In the years since, someone leaves black roses at the statue on the anniversary of her death. When anti-paranormal issues rise, her sacrifice is inevitably mentioned, causing impassioned demonstrations in favor of leaving things be. Out of respect for Windwall, no one was allowed to interfere with her body or identify her, and her ashes rest below her statue. However, as New Orleans continues its recovery, it is said that the ghosts and haunts stir uneasily. Supernatural events have bothered the city, although it remains true that the old ghosts of the French Quarter are still friendly. Lost or confused tourists report encountering individuals in odd or period costumes with odd accents giving them directions; inevitably the descriptions they give will match some old figure from the city’s past. As the recovery and rebuild has raised the technology of the area, particularly in the Uptown and Gentilly neighborhoods. Local Relations: Obviously, New Orleans (and especially Orleans Parish) and Louisiana tend to favor positive relations with paranormals and superheroes. Unless they give reason otherwise, superheroes can expect positive interactions with local law enforcement representatives. CAMPAIGN TONE Morality: This is mostly a four-color campaign, and for the most part the morality of the campaign will be four-color as well. However, there will be some crossover between good and evil, and thing will not always be black and white. Characters will find themselves making difficult decisions, but should always try to be good guys. On the other hand “bad guys” will vary between being good guys working at cross goals to being extremely evil. Sometimes the character will be faced with scenes of extreme violence. Certain supervillains will receive a pass from locals — the street criminal Voleur broke into an Army Corps of Engineers warehouse and distributed blue tarps across the city after Katrina to residents who didn’t ‘qualify’ for the official tarp program. As a result, many do not consider him a scoundrel, but more of a ‘Robin Hood’ type. Realism: Strong, but the heroes will be expected to make ridiculous efforts and take huge risks to accomplish their goals. Character death is a reality. If that is not enough to keep a player character alive, then they had best hope the rest of the team likes them. Outlook: While the outlook will be mostly positive, there will be many dark moments and many challenges outside of combat. Superpowers: They appear to have always been around, if not largely noticed until after the First World War. Debate surrounds some historical figures about if they may have possessed some paranormality. During the First World War, both sides appear to have used individuals with some abilities, and the period between the wars were the time of the so-called ‘Mystery Men’. With the Second World War, true superheroes were used by both sides, then again in the Cold War, and through to today. Society: Those with paranormal powers are generally regarded with some fear, so most people hide behind masks and costumes if they use their powers in public regularly. The law treats such abilities as significant training in combat abilities (martial arts), so accidental use of paranormal abilities is taken quite seriously by courts. On the other hand, so-called ‘Good Shepard’ laws provide for flexibility and leniency when using such powers to save lives and during disasters. As a result, costumed vigilantes are a common news item across the nation, although their repeated occurrence is rare unless teams form. Larger cities have such teams, some supported by their cities, some not. Registration laws for paranormals vary from city to city and state to state. For example, New York City was famous for its rigid registration laws; ultimately the refusal of known superheroes to enter the city led to the NYPD equipping its own anti-paranormal police squad. Similar laws in San Francisco, however, led to the local superteam registering its members. Neither state has followed either city’s example. Criminals who are captured do face full registration. New Orleans has no such laws, and Louisiana’s single state attempt to place it on the ballot after Katrina resulted in a resounding defeat (demonstrators carrying banners depicting Windwall’s sacrifice took to the streets). Mental powers are a specific point addressed in recent Supreme Court cases; if someone can be proven to be under someone else’s control (so far, by testimony of a known mentalist), then the controller is regarded as the guilty party, and the puppet simply a victim. While recognized by the highest law in the land, this remains extremely hard to prove. However, access to information learned via telepathy may not be admissible in court; the case law is not firm or tested. Non-humans (extradimensional entities, artificial intelligences, and undead) were previously regarded as not ‘persons’, but two important cases have established the concept of an individual or person as any “independent, free-willed, sentient entity”. As with telepathy, the case law remains untested. Seriousness: While the overall tone of the campaign will be very serious, there will be time for a certain amount of light hearted banter, or comic relief. The heroes will be the best defense against the direst of situations. This does not mean that there is no room for humor. Witty repartee, creative use of powers, and the way you play should provide plenty of humor in the midst of even the direst situation. Continuity: The game will be entirely serial. Player actions in one scenario will have effects on later scenarios and continuity will be enforced. Adventures will move linearly through time. Bad guys will remember who you are and what you did to them, and the press will print your exploits for the world to see.
  21. We're still nailing down the details. What Marc Miller is working on at the moment is a TH CD, which would incorporate all the existing TH materials, along with a reference/conversion document for incorporating T5 ideas into HERO 6E. IF we can do that, then he's potentially open for more. But that's the first step.
  22. Wondering if there's anything like a standard template for new campaigns... I remember a campaign sheet for 4E campaigns, but I'm looking for something with a bit more detail... wondering if anyone has a standard workup on locale, landmarks, known paranormals, etc, or if I'm just missing where in the 6E books something like this has been defined.
  23. We're working on it. The worst of the difficulties have been agreed to.
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