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From Bespoke to Universal: Let's Talk About TTRPG Systems and Themes
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<blockquote data-quote="aramis erak" data-source="post: 9307339" data-attributes="member: 6779310"><p>Hero is the game system. Champions is the supers setting in every edition; up through 4th edition, it's a standalone rulebook.</p><p>Champions 4 had a sibling product: the Hero System Core Rulebook. the rules mechanics within are a subset straight out of champions 4th.</p><p></p><p>Other hero system games: Early Hero: Prior to Champions 4th and the HSR4 rulebook, it was an adapted core model. THey all have the same resolution mechanics, Skill system, advantage/disadvantage system, and list of attributes (all 8 primary and the figureds). What they don't share is the powers system; DI lacks one, references Champions; the others have very bespoke tweaks. They include...</p><ul> <li data-xf-list-type="ul">Justice Inc (pulp/noir interbellum 20th C)</li> <li data-xf-list-type="ul">Danger International </li> <li data-xf-list-type="ul">Fantasy Hero</li> <li data-xf-list-type="ul">Star Hero</li> <li data-xf-list-type="ul">Robot Warriors</li> <li data-xf-list-type="ul">Champions 1st ed, 2nd ed, 3rd ed.</li> </ul><p>From 4th on, they moved to the universal core and supplements for all but Champions. AFAIK, 5th ed and later, chamions is a setting book. The setting books all add some optional campaign rules and a lot of advice. The setting books</p><ul> <li data-xf-list-type="ul">Champions (4th, 5th, 6th)</li> <li data-xf-list-type="ul">Dark Champions (4th, 5th, 6th)</li> <li data-xf-list-type="ul">Fantasy Hero (4th, 5th, 6th)</li> <li data-xf-list-type="ul">Western Hero (4th, 6th)</li> <li data-xf-list-type="ul">Star Hero (4th, 5th, 6th)</li> <li data-xf-list-type="ul">Ninja Hero (4th 5th)</li> <li data-xf-list-type="ul">Cyber Hero (4th)</li> <li data-xf-list-type="ul">Horror Hero (4th)</li> <li data-xf-list-type="ul">Pulp Hero (5th, 6th)</li> <li data-xf-list-type="ul">Steampunk (6th)</li> <li data-xf-list-type="ul">Monster Hunter International (6th)</li> <li data-xf-list-type="ul">Victorian Hero (6th)</li> </ul><p>Champions and Dark Champions are supers. I've run a few one-shots.</p><p></p><p>I've run several campaigns of Fantasy Hero for HSR4. Due to my setting, we also used Ninja Her</p><p></p><p>I've played but not run Danger International; it was simply Champions less the super powers, but with characteristic maxima, and with language rules. It's intended for a variety of modern subsettings, especially Spies, superspies, mercs, spec ops, and maybe also monster hunters.</p><p>Justice Inc had psionic abilities; it's basically intended for use as a replacement for Call of Cthulhu.</p><p>Robot Warriors is Hero does Battletech. The mechs are built differently from HSR4+ vehicles.</p><p>Ninja Hero covers martial arts in general.</p><p></p><p>I find that, for Fantasy Hero/Ninja Hero, I preferred the 4th ed mode of core + setting book. (I used those two in tandem)</p><p></p><p>For the genres covered by Danger International, I'd rather use Twilight 2000 (2nd or 4th), D6 Adventure, MWWG, or EABA. Why? the HSR rules are a bit heavy for the genre, and the superspies side borders on Champions anyway... T2K has better fit of combat to expectations, d6 Adventure is fast enough and light enough for the sillier side (Think <em>MacGuyver</em> or <em>The A-Team</em>); and EABA 1E is essentially darned close to d6 system, but with more grit and better vehicle rules. MWWG - <em>Macho Women With Guns</em> is a solid character gen and combat that feels right for medium grit. Each sub-genre feels like it would be better done in a different game.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9307339, member: 6779310"] Hero is the game system. Champions is the supers setting in every edition; up through 4th edition, it's a standalone rulebook. Champions 4 had a sibling product: the Hero System Core Rulebook. the rules mechanics within are a subset straight out of champions 4th. Other hero system games: Early Hero: Prior to Champions 4th and the HSR4 rulebook, it was an adapted core model. THey all have the same resolution mechanics, Skill system, advantage/disadvantage system, and list of attributes (all 8 primary and the figureds). What they don't share is the powers system; DI lacks one, references Champions; the others have very bespoke tweaks. They include... [LIST] [*]Justice Inc (pulp/noir interbellum 20th C) [*]Danger International [*]Fantasy Hero [*]Star Hero [*]Robot Warriors [*]Champions 1st ed, 2nd ed, 3rd ed. [/LIST] From 4th on, they moved to the universal core and supplements for all but Champions. AFAIK, 5th ed and later, chamions is a setting book. The setting books all add some optional campaign rules and a lot of advice. The setting books [LIST] [*]Champions (4th, 5th, 6th) [*]Dark Champions (4th, 5th, 6th) [*]Fantasy Hero (4th, 5th, 6th) [*]Western Hero (4th, 6th) [*]Star Hero (4th, 5th, 6th) [*]Ninja Hero (4th 5th) [*]Cyber Hero (4th) [*]Horror Hero (4th) [*]Pulp Hero (5th, 6th) [*]Steampunk (6th) [*]Monster Hunter International (6th) [*]Victorian Hero (6th) [/LIST] Champions and Dark Champions are supers. I've run a few one-shots. I've run several campaigns of Fantasy Hero for HSR4. Due to my setting, we also used Ninja Her I've played but not run Danger International; it was simply Champions less the super powers, but with characteristic maxima, and with language rules. It's intended for a variety of modern subsettings, especially Spies, superspies, mercs, spec ops, and maybe also monster hunters. Justice Inc had psionic abilities; it's basically intended for use as a replacement for Call of Cthulhu. Robot Warriors is Hero does Battletech. The mechs are built differently from HSR4+ vehicles. Ninja Hero covers martial arts in general. I find that, for Fantasy Hero/Ninja Hero, I preferred the 4th ed mode of core + setting book. (I used those two in tandem) For the genres covered by Danger International, I'd rather use Twilight 2000 (2nd or 4th), D6 Adventure, MWWG, or EABA. Why? the HSR rules are a bit heavy for the genre, and the superspies side borders on Champions anyway... T2K has better fit of combat to expectations, d6 Adventure is fast enough and light enough for the sillier side (Think [I]MacGuyver[/I] or [I]The A-Team[/I]); and EABA 1E is essentially darned close to d6 system, but with more grit and better vehicle rules. MWWG - [I]Macho Women With Guns[/I] is a solid character gen and combat that feels right for medium grit. Each sub-genre feels like it would be better done in a different game. [/QUOTE]
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