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Old 09-18-2003, 04:30 PM
RPGnet Reviews
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HERO Games

Post originally by Baron at 2003-09-18 15:30:07
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"Yamo wrote:
-------------------------------
Fair enough.

I do have to wonder why you posted this here, however."

Baron sez:

Uh, because I am interested in role-playing games, I read these boards, and I comment on things that interest me. HERO Systems interest me, thus I have commented.

Yamo continues:

Not that your opinions aren't valid. I'm just curious how this is a question or comment about this FH review specifically.

Just popping into say "I don't like HERO" (or even "I do like HERO") seems kinda random, you know? Kinda out of left field, so to speak.

No offense intended, of course."

Baron sez:

How is this relevant to this review specifically? I guess it is relevent because Fantasy Hero is a major game in the HERO system. I am making a larger comment on the nature of the HERO systems, of which Fantasy Hero is a sub-set. Thus, I feel that my general views on the HERO systems are germane to Fantasy Hero, and thus germane to a discussion about this review. Specifically, there are things about HERO systems in general that I find curious, and the same points are applicable to Fantasy Hero, the game being reviewed.



I really don't consider my post to be random or out of left field. And, I didn't just "pop in" and say "I don't like HERO". I gave specific reasons why HERO is not to my tastes: it is too numbers dense, it is the RPG equivalent to assembly language, it is not very "off-the shelf", it is so preoccupied with dense math that it fails to capture the spirit of it's genres, etc.

Of course, these are all my opinions, and all matters of taste. Some people actually PREFER a numbers dense system that requires you to get into the "assembly language" of a game to build characters, vehicles, headquarters, etc. That is sort of what I was driving at: HERO seems to attract a type of Player or type of GM that is into that sort of "build-it-yourself" type of system. I happen not to be that type; if I want to build something from scratch, I will build my own system (which I have done).

If I buy a game in a store, I generally want a system that doesn't require me to do a lot of calculating. I'd rather just get in and play. HERO systems are not generally conducive to this. This is not really a criticism of the games; they are more of an observation about characterisitics of the systems that people feel differently about.

Playing a HERO system game is sort of like buying a kit car that you have to build yourslef. This is great if you are a mechanic or a car buff, but not so good if what you want to do is get in your car right away and drive. Some people love to spend time in their garages tinkering with their cars; others just want their vehicle pre-built so they can get out on the road. In terms of RPGs, I tend to be in the second group. I think that HERO games tends to draw the RPG equivalent of the first group, which is fine if that is your preference.

People who like HERO systems are sort of the RPG equivalent of old electronics geeks who go out, buy electronics components, and build their own radios. Myself, I'd rather just cut to the chase and buy a good, pre-built radio off the shelf and start listening right away.

My larger point is not that HERO Systems are bad games: it is more that they are a DIFFERENT sort of game that attracts a SPECIFIC type of gamer: those who sort of like the number-crunching, DIY style of the HERO systems. I find this to be an interesting facet of the role-playing scene. It sort of implies that there are different types of games for different types of players, which rather contradicts an idea
implicit in gaming that there is some "perfect system" out there waiting to be designed.

Just as in the starting days of the hobby there was a division between wargamers and role-players, I think that today there are gradations and types within role-playing (LARPers and recreationists, anime buffs, old-school table-top players, computer players, CCG players, etc). People who are dedicated followers of the HERO systems seem to be a kind of sub-species that are of the type I have described: build-it-yourself types. I think that this is an interesting observation that is relevant to all HERO games, and thus to Fantasy Hero, and so I have pointed this out.

This is not an indictment of the HERO systems, but an observation about them. I myself tend to occasionally get into a game mechanics kind of mood. When I do, I tend to put that energy into developing my own game mechanics for my own personal use. I can understand why some people would instead be drawn to the DIY mechanics of the HERO systems instead (or in addition to their own designs).

I can also appreciate the ethos that goes into the design of HERO games; it just happens not to be my preference when purchasing a game off the shelf. I don't really like to buy a rules system that constantly requires me to get under the hood of the car and into the guts of the mechanics like HERO requires you to do. I'd rather just get into the car and drive. Of course, I have nothing against those who DO like to be under the hood with the HERO systems; it is just not to my personal tastes.
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