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Archived from groups: rec.games.frp.super-heroes,rec.games.frp.dnd (More info?)
The regulars of rec.games.frp.dnd often express admiration for other
game systems, especially HERO and Alternity. However, they also have
reservations about actually playing other games, because the D20 System
has some great playability features that the other games lack. Keith
Davies expressed this sentiment succinctly:
I find playing HERO a pain in the ass, [but] as a designer I greatly
appreciate it. If I could get HERO design capabilities with D&D
playability, then I'd have something special, I think.
The HERO rulebook hints at a solution with its "9 Tips to Speed Up
Combat." Unfortunately, the advice is very general, and most of the tips
require further game design to implement fully.
I ran a Champions campaign a long time ago, and I felt the same kind of
pain that Keith expresses above. Since that time, I've played D20 System
games extensively, and some of its recent innovations only widen the
playability gap. I intend to write a series of articles aimed at
narrowing that gap, mostly by fleshing out the HERO rulebook's tips.
I also welcome any other tips HERO veterans have to offer, and I'd like
their advice on my proposed mechanics. I'm not looking to D&Dify HERO,
but rather to make HERO more competitive in speed and ease of play. I'd
eventually like to run Champions again, but my current game group will
likely rebel unless I can streamline the play mechanics significantly.
I'll post each proposal in separate threads on rgfsh, with a [Fast HERO]
subject tag. Interested rgfd readers should follow the discussion there.
(I've also set followups to rgfsh for this thread, in case there's any
further discussion.)
--
Bradd W. Szonye
http://www.szonye.com/bradd
The regulars of rec.games.frp.dnd often express admiration for other
game systems, especially HERO and Alternity. However, they also have
reservations about actually playing other games, because the D20 System
has some great playability features that the other games lack. Keith
Davies expressed this sentiment succinctly:
I find playing HERO a pain in the ass, [but] as a designer I greatly
appreciate it. If I could get HERO design capabilities with D&D
playability, then I'd have something special, I think.
The HERO rulebook hints at a solution with its "9 Tips to Speed Up
Combat." Unfortunately, the advice is very general, and most of the tips
require further game design to implement fully.
I ran a Champions campaign a long time ago, and I felt the same kind of
pain that Keith expresses above. Since that time, I've played D20 System
games extensively, and some of its recent innovations only widen the
playability gap. I intend to write a series of articles aimed at
narrowing that gap, mostly by fleshing out the HERO rulebook's tips.
I also welcome any other tips HERO veterans have to offer, and I'd like
their advice on my proposed mechanics. I'm not looking to D&Dify HERO,
but rather to make HERO more competitive in speed and ease of play. I'd
eventually like to run Champions again, but my current game group will
likely rebel unless I can streamline the play mechanics significantly.
I'll post each proposal in separate threads on rgfsh, with a [Fast HERO]
subject tag. Interested rgfd readers should follow the discussion there.
(I've also set followups to rgfsh for this thread, in case there's any
further discussion.)
--
Bradd W. Szonye
http://www.szonye.com/bradd