Then I don't understand what the contrast is between "narrative" and "non-narrative" RPGs.I think it describes all rpgs with a GM. That's the GMs job.
The play of MHRP is very straightforward on the player side, I think. For the GM, it takes a bit of time - or at least it took me several sessions - to get the hang of how to manage the Doom Pool.Wow. And people say Champions is complicated.
The character sheet is laid out in a way that makes it fairly straightforward for the player to build their pool.Tracking all those things in play in MHR ... it sounds like a constant work load, every session.
I think my explanation was pretty straightforward.Then I don't understand what the contrast is between "narrative" and "non-narrative" RPGs.
I’ve seen multiple published builds for DC, Marvel & other publishers’ comic book characters for Champions/HERO over the years. Typically, the way most have handled the iconic ultra-skilled human archetype (like Batman) vs innately powerful archetypes (Superman, etc.) at the same power level (same number of build points) is that the majority of the points in the latter are personal attributes, whereas the former have LOADS of external in-setting resources.I think this essay made a good point in relation to this topic, within the context of a discussion of balance and protagonism:
"Balance" might be relevant as a measure of character screen time, or perhaps weight of screen time rather than absolute length. This is not solely the effectiveness-issue which confuses everyone. Comics fans will recognize that Hawkeye is just as significant as Thor, as a member of the Avengers, or even more so. In game terms, this is a Character Components issue: Hawkeye would have a high Metagame component whereas Thor would have a higher Effectiveness component.
There are various ways a higher "metagame" component can play out - as well as "fate points" or other "It's my lucky day"-type abilities, this can also include influence over theme or subject-matter of conflict.
And really, 99% of the system’s complexity is in character creation/improvement. But for the Speed chart, almost everything you need to run a game is on the character sheet, and the book need not be used.…people say Champions is complicated.
I'm one of those people. Champions preloads it.Wow. And people say Champions is complicated.
I do like the scene tagging concept. It's always better to have these things explicit in one's mind, or even written out for all players to see. I can see it really helping set the scene for the group.
I couldn't disagree more. In D&D my character's arc is pretty much decided by level 3 for most classes unless I'm multiclassing; other than for ASIs (and those in 2014 D&D are minimal choice) I've made almost all the mechanical choices over my character's lifetime. In Masks (and for that matter Apocalypse World) I haven't decided my character's arc. What I've decided is what the pressures are going to be for my character; I don't even know what playbook they are going to end up as. I know Bob the Boxer has anger issues - but have no idea how he will deal with them, whether he'll deal with them and become a zen master, whether he's going to embrace them and become a Hulk, whether he'll just grow up a little and always struggle a bit, whether he's going to start self-harming to psych himself up, or what. I just know the problems are there and we're finding out what the story is.Absolutely. Claremont had the formula down. Epic fights and soap opera lives. Though I’d rather there be advice on adding soap to a traditional game than a game with designated soap mechanics. So many storygames fall flat for me because they push too narrow of a story. As much as I love Masks: A New Generation, and most other PtbA games, deciding your character’s entire arc at character creation is just weird to me and undermines the whole ethos of “play to find out.”
Definitely. HERO is good at modelling a range of power levels. It's why it's my favourite system.
But, if we want to keep Hawkeye and Thor roughly on par with their comic book selves, putting them in the same situations (a battle, an espionage run, an archery contest) requires some rather specific scenario design in order to accommodate both power levels. For my money, this is something that starts to feel artificial if it happens regularly. YMMV.
Champions is my first love. But,DC Heroes does simplicity and elegance best without sacrificing crunch. The logarithmic scale for everything means it can handle a huge range of power levels. A powerful-enough character can search the entire planet for a hidden opponent in one action and one opposed roll.