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Herolover

HERO Member
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Posts posted by Herolover

  1. Re: Gen Con and HERO @ the ENies

     

    Herolover' date=' I'm trying to remember...did you take pictures during Voodoo Treasure? I always like to have a picture of my self once I've been strung out on RPing for 20 hours. I was sitting right next to you and forgot to mention I was a board poster.[/quote']

     

    No problem. Yes, I took pictures during Voodoo treasure. Not sure how many of them actually came out though. I know several did especially a nice picture of the battlemat right before the last big fight.

     

    I can send them to you if you wish or post them some how. They are about 1/2mb in size.

  2. As some of you may or may not know I bid on Ebay and got to go with Hero to the ENies. All the HERO's that I met were very nice, polite, and a blast to be around.

     

    It is so nice to know that the company we love has such great and wonderful people at the helm.

     

    the following post will be some pictures I took at the ENies. please forgive them because I am not a photographer.

  3. Re: Questions and Suggestions for my next campaign.

     

    To "Herolover" Is it the only one of its kind ? Can other airships catch up with it ? (An airship vs airship battle might be a good climax to an adventure !)

     

    I agree that is an interesting idea. It is, I would say, a one of a kind, but no so advanced that it is immeasurable. A nice way to think about would be what would happen if a 1950s battleship in WWII. Yeah, it is good, but not overpowering.

  4. Re: Questions and Suggestions for my next campaign.

     

    What I am planning is that most of the time the airship will not have to hide. It will be known, in fact I am planning a couple of adventures vs spies that are trying to learn-steal the technology used in the airship. To the people of the amazon and african areas it will be just another wonder.

     

    When it does have to "hide" it can go so high into the cloud cover that it is hard to see. This and the fact that most times it's squadron of planes will be used to get people where they are needed so the airship doesn't have to land.

  5. Re: Questions and Suggestions for my next campaign.

     

    Thanks for the reply and I really appreciate it and all the other advice I have been getting. I would be interested in seeing anything you have. (Any place I can ste...errr....mine ideas from is good. :)

     

    I too am going to base my airship off of a modified Akron/Macon. I too, immediately saw a kind of Star Trek simularity, however, although the airship is going to be neat it is not going to be that all powerful. So far I am planning on it having only a couple of things that are above normal tech.

     

    1) It is going to be large. 1.5 times the normal airship size with a crew of around 150.

    2) It is going to have an apparatus that will allow it to create (in very limited quantities takeing much time) some form of lighter than air gas.

    3) As part of the airship it is going to have 6 planes embarked on board. These planes can serve as scouts, fighters, etc. They are going to be high quality aircraft and they are experimenting with a high tech fighter that outstrips any aircraft anywhere in the world. (I am going to use the stats for the P-51 and just change the way it looks.)

     

    So far I am planning on them traveling around the world taking part in various strange and exotic adventures. As the campaign wears on they will run into more and more encounters with "Foo Fighters." They will discover that the "Foo Fighters" are real. They are not of this earth. They pose some kind of threat to the earth.

     

    As WWII looms and begins in Sept-Oct 1939 the crew will be involved in a great adventure where they will discover that the "Foo Fighters" are preparing to invade and earth is not ready. By this time they will have captured a damaged "Foo Fighter." A local scientist will be able to hook up the "Foo Fighters" engine to the airship. They will know it will take them to the "Foo Fighters" "home" and will know that it is a one way trip.

     

    This will dissovle that campaign into a "Flash Gordon-esq" campaign.

  6. Re: Announcing — HERO PLUS ADVENTURES!

     

    I have now bought and briefly looked at the new "Hero Plus Adventure #1."

     

    I like it. I like it a lot. This is exactly the kind of thing that can go over very well. enough info to get something started, but not so much that you have to charge an arm and a leg and turn people off. OUTSTANDING

  7. Re: Announcing — DIME HERO ADVENTURES!

     

    #1 I can't wait...in fact, I wish they were up right now. I will buy them all.

     

    #2 Great idea and I hope that this isn't just for PULP Heroes. I hope this extends to all genres.

     

    #3 I hope you don't do all the writing yourself. I would like to see this opened to other hero authors and maybe even (with carefull editing) allow submissions from the public.

     

    What about calling Digital Adventures? We have Digitial Hero....now we need Digital Adventures.

  8. Re: Questions and Suggestions for my next campaign.

     

    "..... How far are you willing to go? Will you have titanic robots battling King Kong in the middle of New York City? Will most of your adventures take place beyond the range of civilization's domain of influence? I'm very curious...

     

    I can see that this is something that I am really going to have to work on. As I think I stated I want it to be 60% Normal with about 20% Sky captain, and 20% other.

     

    When I say 20% sky captain I think I am more referring to the flying portions not so much weird science. I guess what I am wanting is something that is 80% normal and 20% weird science-magic-supernatural.

     

    Of course some of this depends upon what my players want and how the campaign starts going. I want some weird science devices, but not enought that the campaign still doesn't feel like an Indiana Jones movie.

     

    An example of this is the airship. I am thinking (at the moment) that for lift it uses a mixture of 70% Helium and 30% Hydrogen. Just enough that major explosionis not a problem. When they need some more gas for whatever reason they have a piece of equipment that they can put together (takes several days to do this) and they can produce limited amounts of Hydrogen and Helium.

     

    The piece of equipment is obvioiusly weird science, but no so much as to unbalance things. Other than that I plan on trying to keep it like Indiana Jones and the Raiders of the Lost Ark where they are dealing with things that could be a problem, but who really knows for sure.

  9. Re: Questions and Suggestions for my next campaign.

     

    "Man-kind is not yet morally advanced enough' date=' to be trusted with the technology of the air-ship. If it were to fall into the wrong hands, (like the Nazi's) and mass produced, it would change the face of warfare, and spell certain doom for humanity as a species." ([i']hm..this is maybe a little too Victorian Age, and Nemo-esque... I'll keep thinking. 1936 might be a little late for that kind of stuff[/i].)

     

    I may end up doing something like this. Some small pieces of the technology that the don't want to fall into the wrong hands. Nothing major that would cause a major upheaval, but enough that it might make things easier for the Nazis.

     

    What if the crew of the air-ship was searching the world for a pristine land' date=' unfettered by modern worldly tidings of war, where they could start, or be a part of, a new utopian society? But everywhere they go, something isn't right... dangers abound... or the Nazis got there first? This could be a kind of "Return to the Garden of Eden", or "Ultimate Realization of Man-Kind's Potential" kind of thing.[/quote']

     

    You know, I kind of like this idea. Maybe this is the secret agenda of the philanthropist. Maybe while going around he is looking for a place to set up the ultimate society.

     

    Have you heard of "Foo Fighters"? They were these balls of light that wizzed around bombers' date=' during WWII... maybe you could work that in, somehow, by coming up with an explanation for them, and making them part of "The Big Mystery" of your campaign.[/quote']

     

    Yes, I have heard of them, and now that you mentioned them I plan on using them. Funny thing I hadn't thought of them, but I love the idea. I will just have to figure out who-what they are.

     

    My final thought' date=' is that at the end of the campaign, you should engineer one of two final outcomes... 1) Have the air-ship crash, taking the captain and all his wonerous knowledge with it... or 2) Reveal the existence of a secret faster than light drive/ancient super-advenced startgate, and have the captian and the air-ship depart for far distant alien vistas without the heroes.~ Mister E[/quote']

     

    Once again you have come up with a great idea. I like the idea of both actually. I like #1 because it could be a good way to end the campaign and go into WWII HERO. #2 is really good because I could allow the PCs to go through the gate-use the technology and go right into a Flash Gordon-esq campaign. I like the idea that maybe they go to fight a villain that makes the Nazis look nice

  10. Re: What Other Pulp Hero Books Would You Like To See?

     

    I want to definantly second the idea of the Flash Gordon-esq tyep campaign-supplement book.

     

    Also, as a sorta supplement to PULP how about a supplement detailing playing a game in the early 1900's up to WWI and maybe even some on WWI.

     

    A nice supplement detailing a sorta generic group that the heroes could belong to. To get an idea of what I am taliking about there is a current supplement out for FUDGE called Terra Incognita. You can find info about it here: http://www.nagssociety.com/index.htm

     

    I will probably end up using this in my campaign, but would like to see something like it in HERO terms.

  11. Re: Questions and Suggestions for my next campaign.

     

    While I am at it I have been thinking in the terms of campaign. I like my campaigns to have a main theme or plot. Now don't get me wrong I through lots of adventures at my players and they don't always revolve around a main villain or main plot. Also, once the main plot is done I usually start up with another one.

     

    One of the things I am thinking of is having the players have to find a certain artifact. I have some ideas. Other than the "find the artifact" theme for the campaign, what kind of metaplots would you do.

  12. Re: Questions and Suggestions for my next campaign.

     

    Yep - continuity.

     

    If they ever visit the same place more than once, you'll have to keep track of what they did there and work out what has happened since. The solution to this is to never have them need to go to the same area more than once - until you have it suitably prepared :)

     

    Likewise they may start thinking they can flee from problems rather than solve them. You'll have to hook them in. One of the reasons they kept have transporters malfunction in startrek was to keep the characters from fleeing (but most often they just ignored they had them).

     

    Thanks for the suggestions. I really appreciate it. I shouldn't have to worry about the visiting places twice because when I GM I take copius notes so I should be ready for that.

     

    The fleeing danger thing does bring up a point though. With one of the PCs being a pilot I am going to have to really watch out for the "Well, lets fly away" syndrome. I hadn't thought of that. Thanks.

  13. Re: Questions and Suggestions for my next campaign.

     

    WOW.

     

    I am not sure what to say. The great ideas just keep coming and coming. I am definantly going to be using some of these ideas for adventures. KEEP THEM COMING.

     

    Do you see any pitfalls to this type of campaign? Anything that you look at and say, "Yeah, he is gonna have some problems with...xxxx?

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