Post by Derek Raines on Aug 8, 2008 17:36:55 GMT -5
As I am a rather new addition to the HA! world I lack a large amount of experience in viewing the games earlier editions. But I have heard stories...
Heroic tales of memorable characters! Moments of truly epic comic book proportions where not only were great story arcs and characters crafted...but from the nostalgic sound of it all...people had fun.
What is HA! really missing?
Is it Heroes? No, we've come up with enough interesting concepts to build a universe of our own. Is it villains? No, we've got enough foes to craft our own unique rogues gallery. Is it story? Plot? No and No. The wonderful thing about comics is that even if the stories are similar it is the heroes and villains within that truly set our nerd hearts hammering. And when WE get to play the heroes? Pure Gold.
What HA! is suffering from is an identity crisis. From what I can gather, the thing that made Gamedave's brain child so enjoyable is that it was freeform and cinematic! Sure, mechanics are needed to set our Supermen to flying, but the game pressed the boundaries of our imaginations and anything was possible! But, somewhere down the line it was decided by the Coastal Magi and the Lords of Ice Storms that balance is needed. Not just balance, but a surgical precision! A Point for point mathematical equation where all heroes are created one hundred percent equal! Don't get me wrong, balance is needed in gaming because there will always be the power monger who is more concerned with stroking his own RPG-Ego then coming up with memorable story and Role Playing experience, but does HA! have to fit into the gaming status quo? Was it ever meant to in the first place? If so, you might as well toss the D20 logo on it and go from there.
A. The game should be fun. Nothing else matters. If the players are having fun and the GM is having fun building the world and telling the story, the purpose of the game is served. No matter what your generation might be.
B. The game should have simple, quick and versatile rules. Trying to hit someone and tally damage shouldn't require a calculator. It takes away from A., the fun. This is Superheroes! The hitting and DMG should be second to the amazing series of cool powers and abilities that WE create! The genius behind HA!
C. The HA! Feat system is one of the coolest things I've experienced in gaming! A system where I get to custom make what MY very own super hero can do! Awesome! If you fear every new ability concept that comes up because It might not fit point-for-point into this WotC balance logic, then you strangle the very essence of what makes HA! unique and cool! I know it is frustrating to see the game worked over by power gamers and number stackers, but I believe gamedave said it in a previous post, perhaps the way HA! works isn't for every gaming group. If people want to exploit it and ruin it for everyone, they may want to stick to their D&D and WOW. Don't give up on your vision just because it doesn't work with every gaming group.
- If you fear that abilities are too powerful, simply only allow them to be used a certain amount of times in combat. This cuts down on a player spamming an abusive power over and over and frustrating the game and GM alike. After all, no exciting comic book hero uses the same move over and over again. You might even try a "Cooldown" system, where abilities must wait a certain amount of turns before being used again? And as for feats, sure, let us make them up as always, but maybe have us let the GM look at them before we try them in a game? This allows us the freedom to create our own personalized abilities and speeds the game up as the GM won't have to make on the spot rulings on quirky powers. Just some ideas.
I am not a game designer. I am a Gamer. I'm not posting this to brow beat or ridicule. I am posting this because I see Gamedave's big Gaming project going down the tubes when it happens to be one of the coolest gaming experiences around. It is what it is. Us Players want to play HA! feeling, well, heroic! It's got to be fun! The rest might just begin to fall into place!
Don't give up.
Heroic tales of memorable characters! Moments of truly epic comic book proportions where not only were great story arcs and characters crafted...but from the nostalgic sound of it all...people had fun.
What is HA! really missing?
Is it Heroes? No, we've come up with enough interesting concepts to build a universe of our own. Is it villains? No, we've got enough foes to craft our own unique rogues gallery. Is it story? Plot? No and No. The wonderful thing about comics is that even if the stories are similar it is the heroes and villains within that truly set our nerd hearts hammering. And when WE get to play the heroes? Pure Gold.
What HA! is suffering from is an identity crisis. From what I can gather, the thing that made Gamedave's brain child so enjoyable is that it was freeform and cinematic! Sure, mechanics are needed to set our Supermen to flying, but the game pressed the boundaries of our imaginations and anything was possible! But, somewhere down the line it was decided by the Coastal Magi and the Lords of Ice Storms that balance is needed. Not just balance, but a surgical precision! A Point for point mathematical equation where all heroes are created one hundred percent equal! Don't get me wrong, balance is needed in gaming because there will always be the power monger who is more concerned with stroking his own RPG-Ego then coming up with memorable story and Role Playing experience, but does HA! have to fit into the gaming status quo? Was it ever meant to in the first place? If so, you might as well toss the D20 logo on it and go from there.
A. The game should be fun. Nothing else matters. If the players are having fun and the GM is having fun building the world and telling the story, the purpose of the game is served. No matter what your generation might be.
B. The game should have simple, quick and versatile rules. Trying to hit someone and tally damage shouldn't require a calculator. It takes away from A., the fun. This is Superheroes! The hitting and DMG should be second to the amazing series of cool powers and abilities that WE create! The genius behind HA!
C. The HA! Feat system is one of the coolest things I've experienced in gaming! A system where I get to custom make what MY very own super hero can do! Awesome! If you fear every new ability concept that comes up because It might not fit point-for-point into this WotC balance logic, then you strangle the very essence of what makes HA! unique and cool! I know it is frustrating to see the game worked over by power gamers and number stackers, but I believe gamedave said it in a previous post, perhaps the way HA! works isn't for every gaming group. If people want to exploit it and ruin it for everyone, they may want to stick to their D&D and WOW. Don't give up on your vision just because it doesn't work with every gaming group.
- If you fear that abilities are too powerful, simply only allow them to be used a certain amount of times in combat. This cuts down on a player spamming an abusive power over and over and frustrating the game and GM alike. After all, no exciting comic book hero uses the same move over and over again. You might even try a "Cooldown" system, where abilities must wait a certain amount of turns before being used again? And as for feats, sure, let us make them up as always, but maybe have us let the GM look at them before we try them in a game? This allows us the freedom to create our own personalized abilities and speeds the game up as the GM won't have to make on the spot rulings on quirky powers. Just some ideas.
I am not a game designer. I am a Gamer. I'm not posting this to brow beat or ridicule. I am posting this because I see Gamedave's big Gaming project going down the tubes when it happens to be one of the coolest gaming experiences around. It is what it is. Us Players want to play HA! feeling, well, heroic! It's got to be fun! The rest might just begin to fall into place!
Don't give up.