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<blockquote data-quote="Dannyalcatraz" data-source="post: 8940425" data-attributes="member: 19675"><p>Been in the hobby since ‘77, and went behind the screen by 1980. So I’ve had a few campaigns die.</p><p></p><p>The <strong>FTL</strong> that bugged me most was I had some insight on how to model the worlds of M:tG as a campaign setting in Fantasy HERO. I had figured out some of the most vexing issues (like the colors of magic and sources of mana) when I told my group I was designing a FRPG Magic campaign. <em>Everyone</em> in the group was enthusiastic…until I mentioned I was using HERO as the system. Interest dropped to zero. I was so stunned I stopped working on my campaign (though I still have my notes). The creative spark was snuffed. </p><p></p><p>The <strong>Collapse</strong> that hurt was with the same group, but a few years later. I decided to dust off a homebrewed campaign I ran for a prior group that was essentially a low-powered HERO supers game using the world of Space:1889 + other fictional expansions. Even though that was my <em>best ever campaign</em>, knowing my group at <em>this</em> point didn‘t like HERO, I retooled it for Mutants & Masterminds 2Ed - much closer mechanically to the 3.5Ed D&D we all enjoyed. But a combination of some errors on my part, distaste for some of the mechanical differences between 3.5 Ed and M&M2, and some players not paying attention to the setting <em>at all</em> caused the game to fizzle within a few months.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 8940425, member: 19675"] Been in the hobby since ‘77, and went behind the screen by 1980. So I’ve had a few campaigns die. The [B]FTL[/B] that bugged me most was I had some insight on how to model the worlds of M:tG as a campaign setting in Fantasy HERO. I had figured out some of the most vexing issues (like the colors of magic and sources of mana) when I told my group I was designing a FRPG Magic campaign. [I]Everyone[/I] in the group was enthusiastic…until I mentioned I was using HERO as the system. Interest dropped to zero. I was so stunned I stopped working on my campaign (though I still have my notes). The creative spark was snuffed. The [B]Collapse[/B] that hurt was with the same group, but a few years later. I decided to dust off a homebrewed campaign I ran for a prior group that was essentially a low-powered HERO supers game using the world of Space:1889 + other fictional expansions. Even though that was my [I]best ever campaign[/I], knowing my group at [I]this[/I] point didn‘t like HERO, I retooled it for Mutants & Masterminds 2Ed - much closer mechanically to the 3.5Ed D&D we all enjoyed. But a combination of some errors on my part, distaste for some of the mechanical differences between 3.5 Ed and M&M2, and some players not paying attention to the setting [I]at all[/I] caused the game to fizzle within a few months. [/QUOTE]
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