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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Homebrew RPG (4e based): Heroes of Legend
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<blockquote data-quote="invokethehojo" data-source="post: 4592985" data-attributes="member: 62525"><p>Sorry. I don’t use EnWorld much anymore because I see so many people who only want to flame and complain, so that’s what I thought you were doing. I apologize.</p><p></p><p>I wrote up a detailed response to your post but my computer crashed and I lost it. I hope I can say it all again correctly.</p><p></p><p>This past week your post and comments from my soon-to-be playtesters have made me realize just how bad a communicator I can be. I thought I had explained my vision of this game but I can see now that I needed to be more clear.</p><p></p><p>I like super-hero games, but, in my experience, they are too over the top to be serious and hard to define in terms of a battle mat and other things. When I started writing HoL I wanted characters to have powers that they developed and that defined who they were and what role the played in a group… which to me seemed similar to a super hero type character. But I wanted them to still be vulnerable and very human so they would still be interesting to play and not apart from the rest of humanity. I chose the term “super-themed” to describe this. </p><p></p><p>I envision this game allowing you to play a campaign in a largely normal world where characters stand out from the normal populace because have incredible abilities that allow them to shape world events. But they are still people, they still have to eat & sleep, they still need shelter from the cold, and they still must rely on their wits to get them through tough situations. </p><p></p><p>The leveling dynamic in HoL is designed to start characters off as barely better than the average person, and eventually bring them to a very powerful position… but one that is still vulnerable to large numbers of average persons. This way the players always have to keep in mind their place in the setting, they can’t just forget how they effect the world around them, because that world can still come back and bite them.</p><p></p><p>I suppose a more apt analogy would be to liken HoL characters to characters from martial arts movies, like “Hero” and “Crouching Tiger, Hidden Dragon”. Above normal, but still firmly anchored in the normal world.</p><p></p><p>I hope that clarifies what I intended this game to be.</p></blockquote><p></p>
[QUOTE="invokethehojo, post: 4592985, member: 62525"] Sorry. I don’t use EnWorld much anymore because I see so many people who only want to flame and complain, so that’s what I thought you were doing. I apologize. I wrote up a detailed response to your post but my computer crashed and I lost it. I hope I can say it all again correctly. This past week your post and comments from my soon-to-be playtesters have made me realize just how bad a communicator I can be. I thought I had explained my vision of this game but I can see now that I needed to be more clear. I like super-hero games, but, in my experience, they are too over the top to be serious and hard to define in terms of a battle mat and other things. When I started writing HoL I wanted characters to have powers that they developed and that defined who they were and what role the played in a group… which to me seemed similar to a super hero type character. But I wanted them to still be vulnerable and very human so they would still be interesting to play and not apart from the rest of humanity. I chose the term “super-themed” to describe this. I envision this game allowing you to play a campaign in a largely normal world where characters stand out from the normal populace because have incredible abilities that allow them to shape world events. But they are still people, they still have to eat & sleep, they still need shelter from the cold, and they still must rely on their wits to get them through tough situations. The leveling dynamic in HoL is designed to start characters off as barely better than the average person, and eventually bring them to a very powerful position… but one that is still vulnerable to large numbers of average persons. This way the players always have to keep in mind their place in the setting, they can’t just forget how they effect the world around them, because that world can still come back and bite them. I suppose a more apt analogy would be to liken HoL characters to characters from martial arts movies, like “Hero” and “Crouching Tiger, Hidden Dragon”. Above normal, but still firmly anchored in the normal world. I hope that clarifies what I intended this game to be. [/QUOTE]
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Homebrew RPG (4e based): Heroes of Legend
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