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<blockquote data-quote="Elf Witch" data-source="post: 6068701" data-attributes="member: 9037"><p>I have a few questions about Hero. How is it to DM it how much work does the DM have to put into things to run a game? From my understanding the DM has to make all the decisions from what type of characters, magic, basically do everything from the bottom to the top? How true is that? </p><p></p><p>I have a couple of comments to add about Shadowrun. The game world is dark and gritty and most people do play criminals but how dark you want to take it depends on the players. For example if you want to play more heroic good guys you don't have to play runners you can play a team of first responders for Docwagon ( local paramedics/hospital) they go in and being out the hurt and wounded who have a Docwagon contract for the high up platinum contracts they will send in a battle team to get you out. You can also play a team of security who works for the major corp whose job it is to thwart the runners or even cops who work for one of the private police forces like Lonestar. </p><p></p><p>I have done all of these and they have been a blast. One of things I really like about the game is that it can be a heavy role playing as well as a real strategic game. Combat can be deadly and there is no get out of death free like in DnD. So if you want to really keep your characters around you plan so you can avoid as much combat as possible. </p><p></p><p>It can be played with heavy combat but expect to replace characters often. </p><p></p><p>The magic system is one of my favorites. There are not a ton of spells and how powerful they are depends on what level you learn them at. A fireball can be range from a force 1 to force 6 spell. How powerful depends on many points you are willing to spend on it during creation. Learning new spells is very expense and that helps keep the magic under control. You can cast all day long as long as you resist drain. Eventually though you will start failing rolls and taking drain and as that happens you start getting minuses in everything you do that go up with each level of damage. So eventually you can't help but take drain. But unlike a lot of games mage types are not sucky at using other weapons and can be just as effective as a non mage with a gun. The big difference is that street sams (fighter types) usually have wired reflexes so they go more often in a round than a mage who tries to keep the cyber ware either non existent or very limited because cyberwear impacts the ability to do magic. </p><p></p><p></p><p>Another aspect I like is the edge and flaw character creation. Depending on how the DM does it you can take a certain about flaws to be able to afford a certain amount of edges. And this can lead to some really good character building and some unexpected things in the game. I have always had good DMs who made you work the flaws into your background and knew when to use them against the character. The nice thing is you don't have use them if you don't want to.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6068701, member: 9037"] I have a few questions about Hero. How is it to DM it how much work does the DM have to put into things to run a game? From my understanding the DM has to make all the decisions from what type of characters, magic, basically do everything from the bottom to the top? How true is that? I have a couple of comments to add about Shadowrun. The game world is dark and gritty and most people do play criminals but how dark you want to take it depends on the players. For example if you want to play more heroic good guys you don't have to play runners you can play a team of first responders for Docwagon ( local paramedics/hospital) they go in and being out the hurt and wounded who have a Docwagon contract for the high up platinum contracts they will send in a battle team to get you out. You can also play a team of security who works for the major corp whose job it is to thwart the runners or even cops who work for one of the private police forces like Lonestar. I have done all of these and they have been a blast. One of things I really like about the game is that it can be a heavy role playing as well as a real strategic game. Combat can be deadly and there is no get out of death free like in DnD. So if you want to really keep your characters around you plan so you can avoid as much combat as possible. It can be played with heavy combat but expect to replace characters often. The magic system is one of my favorites. There are not a ton of spells and how powerful they are depends on what level you learn them at. A fireball can be range from a force 1 to force 6 spell. How powerful depends on many points you are willing to spend on it during creation. Learning new spells is very expense and that helps keep the magic under control. You can cast all day long as long as you resist drain. Eventually though you will start failing rolls and taking drain and as that happens you start getting minuses in everything you do that go up with each level of damage. So eventually you can't help but take drain. But unlike a lot of games mage types are not sucky at using other weapons and can be just as effective as a non mage with a gun. The big difference is that street sams (fighter types) usually have wired reflexes so they go more often in a round than a mage who tries to keep the cyber ware either non existent or very limited because cyberwear impacts the ability to do magic. Another aspect I like is the edge and flaw character creation. Depending on how the DM does it you can take a certain about flaws to be able to afford a certain amount of edges. And this can lead to some really good character building and some unexpected things in the game. I have always had good DMs who made you work the flaws into your background and knew when to use them against the character. The nice thing is you don't have use them if you don't want to. [/QUOTE]
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