RPG Impact 5

Continuing with RPG Impact. The fifth RPG that had a big impact on me was Champions / Hero System. In my first Vampire group, one player was obsessed with Champions and arranged to run a game. At that point I hadn’t played any Supes RPGs yet, nor looked at GURPS, so I was delighted to skim through the densely packed Champions rules and contemplate all the possibilities. Character creation was slow but fascinating, different to the simplicity of the games I’d predominately been playing: Cyberpunk & Vampire. I was somewhat reminded of Warhammer’s Realm of Chaos books, the key difference being those powers were random and unbalanced by design.

I made a few characters, then settled on a character inspired by Eldar Harlequin Solitaires. I thoroughly enjoyed the character creation process; I vaguely recall pondering solo RPG ideas, again somewhat inspired by Narrative Wargaming from the Realm of Chaos.

How was the game play? Well, the first session was messy, silly premise, and mostly it was one big team fight. It was fun, even a nice change from the serious sessions I predominately played. Sadly, the game faded away, it was a few years until I returned to the system.

In the mid-90s, I run a short campaign with the group I’d been playing with since high school. It was fun, but the players didn’t quite gel with the system. Roughly they felt that whilst it was fun, it was too much work, and that they could have fun more easily with other games; not helped that 2 players were not keen on Supes genre. We discussed whether they thought things would improve as their system expertise grew. They thought even if they thoroughly read the rules, that they’d still prefer other games. By this stage I had Marvel Super Heroes and D.C. Heroes, plus I had a lot of experience with Palladium games, none of which appealed to them. Instead, we returned to the World of Darkness, primarily Mage and Changeling.

One of regular players loved GURPS, they convinced me to look in to it, using the Hero System as a comparison; awesome, another system I liked yet didn’t do much with for years 😉 Some time passed… I managed a mini-game of Champions using the new Fuzion system; although easier to play, the players gave similar feedback to before. In the 2000s I ran Aberrant a lot, resulting in multiple chronicles, plus some smaller chronicles with other groups, so I eventually got some long-term Supes gameplay 😉

I have met people that played Hero for years. Whilst the system is dense, I’d argue that it is not much denser than various D&D editions. Did I pitch the game in awkward ways? Or was it simply a case of player preferences amidst an option rich field?

For me, Champions/Hero System is ‘the one that got away’.

Part 6

RPG Impact 2

Continuing on with RPG Impact. Around the same time I started tabletop RPG I was introduced to wargaming, starting with Warhammer Fantasy and the then brand new 40,000 (September 87). Later an older friend was selling painted Skaven models, which I started using in my D&D games. I think it was 88 when I came across a 2nd hand copy of Warhammer Fantasy Roleplay (WFRP); even 2nd hand, it still cost me more than I earned in a week delivering newspapers.

Whilst the players at my high school RPG club mostly played D&D, I saw other RPGs there, in particular Star Wars (West End Games), Palladium Fantasy, WFRP and later Cyberpunk. WFRP felt different to D&D and Palladium, not just because of the mechanical differences, but the grim rich setting. I was growing bored with the various D&D settings, which felt like a zoo, whilst WFRP lore seemed to be more cohesive, dare I say realistic; of course at that young age, and without the Web, I was not aware of how much stuff had been made for D&D. Also, I guess it was easy for me to get into WFRP due to the wargame and reading White Dwarf. Reading about famous battles and then getting to play our own battles, plus the obvious basis of real life to the ‘Old World’ went someway to giving the WFRP setting a relatable sense of gravitas.

WFRP was my first introduction to Fate Points (FP). Initially they seemed so obvious, but then the question of why other games didn’t have FP resulted in some interesting debates. My young mind needed to learn why genre expectations mattered, what a story promise was, plus how FP affected a game and player decision making. I’m all for taking little bits from different systems, even large-scale fusions, but FP are something I rarely use in games that weren’t designed with them in mind.

Another thing about WFRP was how much fun I had, in particular my Chaos Champions campaign. Two of my old time favourite RPG supplements are the Realm of Chaos books: Slaves to Darkness & The Lost and the Damned. I also learned about Narrative Wargaming from this game, which later helped me appreciate different types of Play-By-Mail.

Part 3

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