Excitement was in the air, that
thrilling anticipation of a fresh rpg. Friends around the table ready
to pass through the door of imagination. They sit ready to make
bigger than life characters, explore strange worlds, defeat evil,
cross and double cross. The GM pitches his world idea and players
instantly snap to coming up with character concepts. Someone asks
casually, “what system are we using?” The GM pauses, and reaches
into his backpack, with a slight grunt he pulls two massive tomes
out. Blue and gold graphics start to bring dread into hearts of the
players. That internal fear confirmed when the GM says, “Let's try
Hero”, as he drops the the books causing a 3.8 tablequake.
Instantly fear turns to horror, the joy of the game drains to be
replaced by visions of calculus and 4 hour long combats. Another game
is a victim of Herophobia.
Hero's reputation as a monolithic
impenetrable fortress of rules is well earned. The rule books are
huge an imposing. The default setting, Champions, is potentially the
most confusing variant of hero that you can run. The quick start
rules in their Sidekick editions are good, but no book seems to
provide an obvious signpost as to where to start. All of these
choices are intentional for better or for worse. The giant rule books
are a marketing point, including the famous rulebook can stop a
bullet stunt. Champions deserves to be a flagship line because it
highlights what hero does better than any other system, but getting
that sweet super hero gold requires a lengthy time investment to make
it work right. Hero is marketed and designed for Hero players first
and foremost, and that has the side effect of keeping hero in the
'hardcore' rpg category during an age of light and story driven rpgs.
Hero has a lot going for it. It has a
wonderfully consistent set of rules that once you understand them
scales through all kinds of power levels and campaign settings.
Layers of complexity can be added and removed painlessly. When people
think of hero they tend to think of the full buy in version. High
character point super heroes with complicated powers and multi
powers. But the true selling point, and the one that puts it in a
class above other generic systems is the strength of it base system.
The simple bones that build into the variety of beasts it can become.
My friend Chris likes to say that Hero is his go to light game. While
Hero isn't a light game by the standards of modern rpg design, I know
what he means. It is easy enough to apply hero to most campaign
concepts, with a minimum of tweaking. For those oddball one shots it
is often just as easy to throw together a few Hero characters. In
games with no power, or low powers the process of making a hero
character offers a lot of control while being pretty painless. At low
character point levels fights move extremely quickly, letting you run
very action oriented games without a lot of combat downtime.
Easy character generation, quick
combats, but that doesn't sound like Hero. That isn't champions, but
unfortunately Champions and Hero are mostly synonymous. So what hero
needs is a quickstart that plays to those advantages. The allure of
the quickstart is that you can hop right into a game quickly, but a
hero quickstart would be generic, so suddenly there is a lot of work
to build the world. So we need a stripped down quick start game with
an easy to understand world tied into it. It turns out that before
Hero came out the system published exactly what I described in 1984.
It was called Justice inc. JI was a version of Champions with all the
powers stripped out, and a really tight pulp hero game theme. All the
rules needed to play, with a few little add ons for the sake of
theme. A good set of resources for running pulp games. In many ways
it was the perfect Hero supplement.
As much as I hate the Fantasy flight
new Star Wars model, it might be a good line for Hero games to take.
Fantasy Flight with their Star Wars rpg republishes all the core
rules with some minor modifications each time they put out a major
sourcebook. While this is annoying for a game where the theme
changes just a little bit, it is an awesome fit for a generic system
that could have wildly different settings and themes. I think a hero
curious person might be more likely to buy a small tight game like JI
to get a feel, then if they enjoyed it, it would be easy enough to
expand into the wider game. It of course doesn’t have to be JI, a
cool post apocalyptic game, some unique take or licensed fantasy
game. The easiest and quickest way to learn Hero is to play with
those already converted to the cult of Hero. Currently there really
is no good way for new players to easily get in.
I recommend giving hero a shot.
Especially if you are the kind of person who wants a game that is
mechanically deeper than most. The mechanical depth is offset by its
logical consistency. The math involved is very straight forward. Hero just isn't as inscrutable as people make it out to be, if you are capable of splatbook surfing 200 pathfinder books to make some crazy build you should be fine playing some good old 1980 rpg technology. Long live Hero.
HERO is still one of my "Go To " systems.
ReplyDelete