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sbarron

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Everything posted by sbarron

  1. Re: Urban Fantasy dead horses. I think we're just talking about different things. Dropping "new" monsters into a traditional Urban Fantasy setting is not what I'm talking about at all. I'm talking about creating a new Urban Fantasy setting that is build in an urban environment around things that are fantastic, but doesn't include vampires or vampiric things, werewolves or there like, faeries, aliens, mummies, or anything else that's been written extensively about for the past 30 years. Basically, creating a new setting, with new magic and new creatures that aren't just plays on what has gone before. The problem is, as Captain Obvious points out, its difficult to capture the imagination of readers and players with things that are new and unfamiliar. Which is why I suggested novels that contain these new settings first. That would allow people to get comfortable with the setting and its inhabitants before being forced to make a character.
  2. Re: Cryptic Q&A -- Andrew Jansen It's true' date=' it's true. I've done all that and far worse. You have no idea the things I've done. No idea![/i']
  3. Re: Urban Fantasy dead horses. I totally agree with you. But I also don't think RPGs are the place to start new settings. I'd like to see some novels that feature new "monsters." The RPG could then spring from those books. I was trying to think of some new monsters that have come out recently. Something that wasn't derviative of something else, but still able to capture the public's attention. The Blob was the only new one I could think of, and that was what, 50 years ago? Everything else I could think of was a vampire cross-breed (Underworld, Blade), a human and animal mix (werewolves), aliens and aliens cross breeds (Alien vs. Predator), or killer plants (the Ruins, ala Little Shop of Horrors). Nothing really new came to mind, though I am only aware of what I've seen/read. I did read a book recently that had a "new" monster in it...by Richard Layman, called The Cellar (written in 1980). It was about a monster that I imagined looked like the sewer monster from Big Trouble in Little China. It could cross-breed with humans, had a voracious sexual appetite, and a mouth and tongue on the end of its penis that drove the ladies wild. I'll never read anything by Layman again. I'll give the guy this, though, he's got an imagination.
  4. Re: Urban Fantasy dead horses. Aliens. Vampires. Werewolves. Faeries. You have to admit, all these have seen a lot of coverage over the years. I can't believe there isn't a market for some new "monsters." Are there not more things in heaven and earth than are dreamed about in our fiction?
  5. Re: The Price of Hiring a Villain "I've considered your offer, and I'll cure this plague for you. But at a price! You must deliver to me five nuclear bom...ah...indeed. Yes! Yes of course! 23! It must be 23 nuclear bombs..."
  6. Re: Any ideas? This is the right answer. Activating a power is a zero phase action. So as soon as this character realizes he is in combat, he can activate his shield with no loss of time...or, you could say, automatically. I'd probably build this as a forcefield if I were doing it. To me, that's a shield. If the character is actually preventing each attack from hitting him, then I'd go with the missile deflect or +DCV. Or if he's just making turbulance around himself, then maybe just +DCV. Personally, I like my defenses to always work when they're on, which is why I'd go with FF.
  7. Re: Balancing various challenges. I suggest that you be careful with sci-fi weaponry around your PCs. I played in a warhammer Hero game once, where most of the weapons were in the 2d6k-3d6k range. Even though all the PCs had 12 PD/12 ED armor, a small group low-end baddies and a couple of lucky shots really put a dent in the PCs. And nothing ruins a game like an inauspicious start. Keep the damamge classes low, the number of opponents low, and CVs of those opponents low for the first few encounters. Try to get a feel for what the PCs can and can't do, and then toughen up the opposition an needed. You're going to make some mistakes as you get a feel for things, so don't worry about it when it happens. You'll learn fast enough what works and what doesn't, and pretty soon you'll be able to design these encounters in your sleep. Good luck!
  8. Re: Concubine Seeks New Position I agree that she should either be trained-up or start using equipment. I always thought it was so cliched in comics when the "seductress" type character suddenly develped "seductress" type powers after a radiation accident. It just seemed too convinient... Looking over her character sheet, I see she already has a Viper FF belt. Maybe she could add a... 1) Jet Pack for flight, or maybe just spring boots for some limited super-jumping? 2) An energized power whip (1d6K, or maybe 1d6+1K), rather than the rather plain one she has now? Maybe add an entagle to it? 3) A blaster pistol of some sort for her off-hand to add a ranged attack? 4) It looks like she's just some skill levels away from being a really good hand to hand combatant. I'll parrott the suggestion that she get some further martial arts training. 5) A suit of powered armor? Maybe not full-on Iron Man to start, but a good way to add some defense, some offense, some life support and such, all at a decent discount. And it makes sense, since you can stick anybody in powered armor and make them tougher. Well, those are the ones that jumped into my head. I hope this helps!
  9. Re: Masterful Ambush The environment dictates a good ambush site. I'd just do this with skills, and let the properly chosen terrain provide the advantages (concealment, higher ground, cover, open fields of fire, difficult kill zone to get out of, etc.). Also, I wouldn't back away from giving a PC with the skill Ambush 13- all the advantages he needed to set-up and pull-off an effective ambush. But, everyone does thing different, so YMMV.
  10. Re: Ask Cryptic 5/2/2008 I've never played an MMORPG. After spending just 10 minutes on the Champions Online MMO boards after this was first announced, I was surprised at the number of terms like those in my first post that seemed to be prevalent over there. My suggestion that the superheroic terms be adopted by board, in an effort to make it feel like supers, went over like a lead ballon. It's a really interesting situation, I think. Most of the MMORPGers come from WoW or Everquest backgrounds, which means they bring their fantasy MMORPG preconceptions with them to games in other genres. The tabletop corillary to WoW and Everquest is obvioulsy D&D, with the same problems with players bringing D&D notions out into other games, settings, and genres. I don't know what it all means, but I do think its interesting how being first and being successful can so shape everyone perceptions...
  11. Re: Setting a real point limit, instead of AP limit I think limiting based on real points could work. However, I think the GM should take the time to list the limits that he's willing to accept, and perhaps more importantly, list the limits that fit the magic system. There should be a system of give and take in place, so that characters can't sneak in high end attacks without paying a price. Extra time is great for this. The longer it takes to cast, the more powerful it can be. Increased END is good, too. The greater the AP power, the greater the END cost multiplier. I wouldn't allow charges at all, because to me they don't give anything back. Sure, you can only do it once a day, but why? I think there should be a why that makes sense with every limit, and charges just never work for me in fantasy settings. I don't doubt some of you have explanations for charges that makes sense for you, but I can almost bet I won't like them. I'd much rather go with an END reserve or required ingredients. Please do let us know how it works out.
  12. Re: Ask Cryptic 5/2/2008 I like so much that Cryptic is using the traditional super-hero terms for archetypes like "bricks," "energy projector," "martial artists," etc. rather than the MMO terms of Tanks, DPS, healers, etc. I think you have to get into the genre if you want to simulate the genre. And calling bricks "tanks" just totally does nothing to get me thinking like a super-hero. It feels like I'm playing fantasy in a modern setting...with brightly colored armor.
  13. Re: So, what don't you like about HERO 5th? I dislike that HERO has become a very, very complex game, even though it comes from a very simple, effective system. Too many exceptions, too many special cases, too much stuff to keep track of... And I also dislike that because HERO generally can do anything, in its own way, creativity from its gamers always seems to be limited to these ways. HERO is still by far my favorite system. I'd just really like it to be stream-lined, and I'd like for certain elements to become simplier and more open ended (power creation being a big one).
  14. Re: Is combat in HERO strategic? KS wasn't talking about "HERO" scales when he said... KS was talking about the difference between tactical and stategic combat, in general. Tactical battles are fought on a smaller scale than stategic battles. Everyone that's posted in this thread understood his sentence to be not only accurate and clear of meanding, but also grammatically correct...except you. And you admit English isn't your first language. Why continue to argue this point? P.S. By the way, if KS were talking about maps, you'd be correct in your critique. But given what a stickler KS is about stuff like that (and I'm pretty sure he plays/has played Warhammer, and I know he was in the military), I'd bet he would have properly used the term "scale" if he had been discussing maps with us.
  15. Re: Opinion Fluff: Game Mastering Styles Yeah, I guess so. I'd never thought about it before, but really, it changes the role-playing "game" into a role-playing experience, or interactive storytelling, or something. I don't GM games where players can lose or die because of a bad turn of the dice. Maybe a series of really bad choices...but c'mon, if I ask you three times "you have a bad feeling about this, are you sure you want to do it?," and you do it anyway, then you're kind of asking for it, right?
  16. Re: Opinion Fluff: Game Mastering Styles I haven't GM'd in a while, but I certainly like to shoot for Benevolent Dictator. In truth, I just want to keep things moving at a fast clip. I don't want to get bogged down looking up rules, discussing tactics, tracking stats, or anything else that will slow the game. As such, I tend to makes rulings on the fly and try to move on. Of course, sometimes players aren't happy with my rulings, and probably feel I'm being heavy handed with them when I won't immmediately entertain their attempts to rectify what they see as an unfair or incorrect ruling. I always tell them in advance my intent with regard to speed, and let them know that we can discuss anything they didn't like after the game. This is so foreign to some players, though, that they never really learn to accept it. If I ever found a group that I gamed with often, I'd probably end up like Vondy. If you like what I'm doing, and see the utility in just getting through stuff, then you can stick around. If not, then you can move on. No hard feelings. Just one last point I'd like to make. Everything I do, everything, in my role as a GM is to set the players up as the heroes of whatever story we're telling. Characters don't die unless that's what they choose, they only lose when its setting them up for a bigger win, and I'm willing to go to great lengths to allow everyone playing to role-play out their heroic fantasies in our game. The players having fun is my primary objective. Of course, that's true only as long that fun isn't at the expense of other players, or in repeatedly arguing about the rules. It's surprising how many people I've gamed with who's sole enjoyment from role-playing seemed to be derived from betraying the party in some way, creating strife between the players, or just arguing about every ruling I made. That seemed to be all they wanted out of their gaming. I still scratch my head about it. But, it appears to be far too common for it to be unusual behavior in gamers...
  17. Re: Side Effect: Distraction This is exactly the kind of thing I'd like to see more of in HERO. Because, in theory, you can actually "build" the negative effect into a power, many people's first reaction is to attempt to do just that, with something like a "side effect." But it's almost never necessary. You want FFs to be a pain in the booty? As suggested, just have anyone with a FF be at a -3 on all roles. Simple, effective, and exactly what you want. No need to get bogged down statting out the technical details of something that will be applied to everyone. Just do it! I'd rep LL, but I've got to spread the love first.
  18. Re: wizard powers (spells, etc) It sounds fine. I'd just recommend that you stat out as many spells in advance as possible, so that you're not trying to build spells in the middle of combat. Also, I'd recommend giving each of the spells a specific name, like Lankor's Lashing Tendrils, so that the spells feel like spells, and not "Entangle linked with HKA." And as your mage casts his spells, if he were to yell out, "Villian...feel the sting of Lankor's Lashing Tendrils!," that would even be better still.
  19. Re: Children of Frankenstein I like the idea. However, genetically speaking, how does cobbling a "superhuman" from the parts of other humans change the genetics contained in the sperm and egg of Frankenstein's monster and its wife? Not that I would ever let real science get in the way of a good story, mind you. Just pointing out this apparent inconsistency. Since you've already altered the Frankenstein story a little, maybe you could go a little further? Somehow incorporate magic into the creation, or perhaps change the designing of the monsters to be more of a cloning/birthing excersice, and less of a sewing together of other various human parts into a greater whole? In any event, don't let my nit-picking disuade you from this excellent idea, in whatever form you chose to give it. I love Frankenstein, and I love that you've stayed true to the original story.
  20. Re: Menton is up The time-line seems to start just after WWII, which could put Menton's original body well into its 50s or 60s by the time the 2009 game release rolls around. Taking a younger body would make sense if the original Spanish body were that old. It wouldn't be hard to justify "younger, stronger body" at those ages, either, even if the younger body is an extra from Revenge of the Nerds. Granted, aging well has always been a staple of comics. But that doesn't mean it always has to be that way. Let's just say, I'm willing to work with creators...to help their ideas come to life for me.
  21. Re: EC's cannot have non-END powers!!!! If I were a player in your group and you gave that as the reason for using an EC that saves you at least 50 points...well, we'd be going to post-segment 12.
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