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Math HERO

I'd forgotten just -how- "crunchy" the HERO System really is. 0.o I can't believe I used to have that kind of free time.

Man, those were the days, coming up with alternate hit location charts just for fun ... creating package deals for every conceivable kind of character even though I knew full well nobody was ever going to want to play most of them...

Le sigh!

-The Gneech

Comments

the_gneech
Dec. 26th, 2006 08:51 pm (UTC)
Roleplaying games have two basic elements, which are the "crunch" (i.e., the game mechanics, character creation systems, etc.) and the "fluff" (i.e., background material, setting, story elements, etc.). The ratio of those two elements can vary wildly depending on the group and the game system used.

Toon, for instance, is much heavier on the fluff than on the crunch, 'cause it's all about the play style and what mechanics there are, are only there to support that play style.

D&D as written has a fairly even ratio of crunch/fluff, but most groups tend to favor one over the other.

HERO is written to be a "generic" system that can do anything, and depends on the individual GM to create their own fluff. It's almost 100% crunch, and tends to be pretty arcane crunch at that. The new edition seems to be even moreso than previous editions.

It's definitely a system that rewards mastery of the rules ... but I'm not sure I have the mental bandwidth to devote to that mastery these days.

-The Gneech

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