sean
Apprentice Douchebag
Posts: 52
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Post by sean on Jul 28, 2012 17:58:38 GMT -8
Looks like Hero will be publishing a new book: Champions Complete. It'll be everything you need to play in just 240 pages! The same rules, but slightly trimmed down and with less verbage. It's focused on superheroes - Hero Games' strongest selling genre. Still, this might revitalize interest in the system.
To celebrate, I'm buying the Basic book and the two telephone directories & I'll pick up Champions Complete when it comes out. Illogical, I know, but you've got to support them when they listen to the fans.
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Deleted
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Post by Deleted on Jul 28, 2012 18:59:40 GMT -8
I brought up to Steve Long back when he was asking for ideas for 6th ed if there was going to be a 250page book like 4th ed's Hero system book he said no Now that he is no longer at the helm of DOJ and Hero Games,those that are in charge have heard the the pleas of the masses and are doing it
I posted Jason Walters's FAQ in my post on this subject
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sean
Apprentice Douchebag
Posts: 52
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Post by sean on Jul 29, 2012 7:45:31 GMT -8
Sorry, beastttt, I missed your post on the same subject. You covered the topic with more detail then I did.
I'm of two minds about Steve Long. I can't help thinking that a more succinct writer could have made the Hero system more popular, but he did bring Hero back from what was almost extinction. I guess we'll see if a shorter rulebook will make Hero more approachable.
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Post by jazzisblues on Jul 29, 2012 8:04:33 GMT -8
I am hopeful that this book will breathe some new life into the franchise. I will certainly buy it when it comes out.
I think there are really two things that hurt the Hero system.
1. A reputation for being incomprehensible. It's not really but it has that reputation.
2. An unfortunate naming choice. While Hero is a great name it gives the impression that all it does is Supers and that's a limiting thing.
Ok there's a third too and that's the price of entry. Though the basic book is very reasonable the other books get pricy and that's a barrier.
Just my 2 krruplenicks worth, your mileage may of course vary.
JiB
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Deleted
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Post by Deleted on Jul 29, 2012 18:10:25 GMT -8
Champions is the word most recognized for super heroes Hero system was the follow on and it got lumped with Champions when the system went multi genre` At least for me
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freyki
Apprentice Douchebag
Posts: 86
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Post by freyki on Jul 29, 2012 19:15:12 GMT -8
I'm with Jib on this one. I will certainly buy this when it comes out.
(Of the above three issues, price of entry was the one that really got me.)
-Freyki-
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sean
Apprentice Douchebag
Posts: 52
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Post by sean on Jul 30, 2012 19:00:03 GMT -8
Price isn't the biggest issue for me. I find that past a certain pagecount (about 250 pages) it's harder to find what you want in a book (PDF's, of course are worse), and very hard to get friends to read the manual.
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freyki
Apprentice Douchebag
Posts: 86
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Post by freyki on Jul 31, 2012 6:39:56 GMT -8
So is this new release going to push Champions back into the Supers-only pigeon hole, or is it going to stay in the Hero system-any-genre focus that I've grown to love?
I sure hope that they keep the genre-neutral bits in Hero...
-Freyki-
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Post by jazzisblues on Jul 31, 2012 10:25:05 GMT -8
Based on my reading my expectation is that it will remain the generic system that we love just explained in a more readable format.
JiB
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Post by Stu Venable on Jul 31, 2012 10:54:30 GMT -8
It sounds to me like they're changing their marketing approach.
The Q&A said the two big blue books will remain available (at least as PDFs), so that tells me the system as a whole is probably not changing.
The Champions books sounds, to me, like an attempt to re-present 6th edition material that is specific to the superhero genre. Kind of like, "Here's a complete superhero game, if you want more options, go to the big blue books."
At least that's how I'm reading it.
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kroh
Supporter
Posts: 132
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Post by kroh on Jul 31, 2012 11:40:45 GMT -8
Do you know if they are changing the way anything works? I love the flexibility of hero to create anything... but get into one combat with more than two players and there goes the whole gaming session. Combats took FOREVER... and that was playing the rules as written. PLaying necessary evil we had a combat with seven players against a horde of minions and Fins (Alien enemies of the setting, think a Were-Shark without the Were part, all teeth all the time) and the combat was resolved in under an hour.
If the art is good I might pick it up but after picking up 6th edition, i don't know if i want something this meaty in a game anymore (even though nostalgia screams buy it!).
Regards, Walt
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Post by Stu Venable on Jul 31, 2012 12:03:28 GMT -8
Probably not. It doesn't sound like their changing the rules.
The segmented combat rounds system (which is awesome and realistic) can definitely bring a game to a screeching halt.
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Post by jazzisblues on Aug 1, 2012 10:13:37 GMT -8
Probably not. It doesn't sound like their changing the rules. The segmented combat rounds system (which is awesome and realistic) can definitely bring a game to a screeching halt. I find it depends on how on point everyone is. If people are focused and on point with what's going on it's not so bad. Empowering the players helps it go faster too. Thus, I don't worry about hiding the bad guy's dcv and such. Makes it go better, still not as quick and easy as Savage Worlds but workable. JiB
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Post by Stu Venable on Aug 1, 2012 15:05:56 GMT -8
Supplying me with the DCV is critical if I'm playing.
I can bring a game to a grinding halt if everyone's waiting for me to do math in my head.
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Post by fray on Aug 1, 2012 16:44:04 GMT -8
I found that as a GM you really have to keep a tight grip on the speed chart to keep things moving smoothly. Once I did that combats were not nearly as long. Once at a con I ran a 24 person Champs game... We had 2 combats with everyone being in the 2nd/final battle. 24 PCs vs 30+ badguys, no mooks. (There were some lesser powered bad guys but they were at least 200pts.) It was a BLAST!
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