Monthly Archives: October 2013

Interview Time: D3 Games (Mark Carroll + Jason Yarnell)

Greetings, readers!
I’m taking a quick break from covering the Champions System as I do some additional research on 5th edition. Plus, I’ve been working hard on the Gamer’s Tavern, a podcast I’m hosting along with Darryl Mott (the Abstruse One), the AICN Tabletop coordinator for Ain’t It Cool News.
Today I have a great double interview for Rogue Warden: I’m talking to both Mark Carroll and Jason Yarnell of D3 Adventures, an independent game publisher that I’ve mentioned before here on the blog.
Mark happens to live here in Austin, and we’ve chatted several times about various kickstarters (especially right before the launch of Accursed). Jason’s the man with the plan behind D3 Adventures.
Mark and Jason are involved in a bold new adventure with Aethercon, an online gaming convention taking place this November. In addition, they’re also working on an interesting project called the Infinite Dungeon, a former kickstarter project that D3 Adventures is now taking to fruition.
Jason Yarnell, part-time Superhero, full time gamer.
Aethercon features quite a few interesting panels and a lineup of cool-looking games, so I highly suggest you go check it out!
As always, my questions are in red text.
RW: Can you tell me a little about yourselves as a gamer and as a game industry professional?

JY: Man, I am horrible at talking about myself. I’ve been a gamer since ’77 when I got my first Atari. I was exposed to D&D in ’78 and created my first RPG the next day from notes my friend and I cribbed from his brothers books (he wouldn’t let us play, saying we were too young). In ‘81 my mom bought me the Basic D&D box set as a graduation present from 6th grade. I’ve been modifying, playing and running games ever since. I have a knack for finding a niche game system, falling in love with it and then realizing that nobody else, or a very small number of folks, enjoys it. My fav systems are Hero System and Rolemaster.

MC: I’ve been gaming since I was nine – I started with the old Mayfair CHILL RPG, and I was lucky enough to have a group of experienced gamers to get me familiar with roleplaying; I’ve been hooked ever since. I’ve been writing about as long, so combining the two seemed a natural match for me.

I know a lot of amazing people in the industry, and I feel pretty humbled to be counted among their number.

RW: How did you get your start in the RPG industry?

JY: In 1999 my roommate at the time and myself created a Mod for Tribes called Chivalry, a fan gave us some money as an angel investor to begin a video game company. In 2001 we formed Sojourn Development and started working on an MMO. That whole process fell apart in 2003 but I retained ownership of the design. In 2006 my wife convinced me to start up a new company and D3 Games was born. In 2010 we moved back to Houston and had to remake the company as D3 Adventures and that’s where I am today. 

MC: I actually sort of lucked into it – my wife was doing some copyediting for AEG’s 7th Sea line at the time, and mentioned my name to their line editor. I was asked to submit a writing sample, passed the initial round of scrutiny, and found myself writing for 7th Sea and, eventually, the World’s Largest Dungeon. From there, I wrote some books for Mutants and Masterminds, a bit nof Pathfinder stuff, and the Infinite Dungeon, natch.

RW: Tell me about D3 Adventures – what should people know about your company?

JY: We’re small…very, very small. It’s just myself and my wife, who handles all of the dollars. Our tagline pretty much explains our goals, “Forging Better Worlds For Better Games”. My passion is in setting design and my goal is to create, either full cloth or through idea seeds turned over to other authors, settings that are interesting, unique, playable and, most important to me, believable. We have an erratic release schedule due to myself and all of my contractors having day jobs, but we’re working on getting better at consistent release dates with upcoming product lines.
MC: First and foremost, we’re doing what we do because we just flat-out love gaming. We work on our products as long as it takes, and we make sure that what ends up in peoples’ hands is the best we can offer. We’re a small, tight-knit shop, and that really helps us with that goal.

RW: Tell me about Aethercon – for those who don’t know about it, what is it? What’s awesome about it?

JY: Aethercon is an online convention. Started up by Stephen Holodinsky. It seems to me to be a natural outgrowth of the online gaming community, from play-by-post (my personal savior) to electronic tabletops, gaming is moving more and more towards the digital kitchen table. Aethercon is a great way to celebrate this and is able to do it for free. We’re all volunteers who love the concept and want to see it grow into an international phenomenon. 

MC: Aethercon’s an online convention – you don’t need to leave the comfort of your computer to attend. We’re aiming to provide everything an in-person con can – we’ve got a dealers’ room, panels, and lots of gaming. Oh man, we have got a *lot* of gaming! And thanks to the magic of the Internet, we’re running events 24 hours a day for the length of the convention.

RW: What do you think gamers are looking forward to most about Aethercon?

JY: Hm, that’s difficult for me to say. I’d like to say that the mix of panels and a chance to meet and socialize with a wide variety of online gamers would be the pull, but that doesn’t exactly limit it to a specific thing…it’s pretty much the entirety of Aethercons existence.
MC: Just from my perspective, it’s going to be the gaming – we’ve got several different types of virtual tabletops available, and tons of different systems being run.

RW: I’m very pleased that D3 Adventures is helping keep the torch burning for the Hero System with several products and upcoming releases (my good friend Michael Surbrook has written some books for you on this!). Can you tell me about what you love about the Hero System, and what else may be in the works for fellow HERO-philes?

MC: This is more Jason’s wheelhouse, but I’ll admit that the Champions big blue book was one of the first RPGs I bought with my own money and ran for several years. It’s solid stuff, and the HERO folks have done a bang-up job of updating the system. It really is one of the most flexible ones out there.

JY: Oh man, I love Hero System. It can do anything. It allows me the freedom to create the mechanics for whatever I want to represent and remain internally consistent without having to turn to houserules or shoehorn my concept into a rigid architecture. Most other game systems do their game systems well, but break as soon as you want to represent something else. Hero doesn’t do that. It’s a toolkit as they say and it freakin’ rocks. Unfortunately, it isn’t as popular as I would like so releasing more products for it is secondary at this point in time. I released Kamarathin as a 5E Hero System setting, got an award for Best Writing, and released a conversion for 6E for it. Everyone that has picked it up have said good things about it, but even still, it didn’t sell enough to cover the costs of its manufacture. That hurt the pocket book. So right now I’m focusing on releasing system agnostic mini-adventures and I have several Pathfinder product lines in development. One of which, Irshaa, will be kickstarted and one of the goals will be to release a Hero System version as well. I bought the IP for USA-50 and I want to re-release it for M&M3 as well as Hero System with new art and better layout, but that’s going to have to wait until after the release of the Infinite Dungeon, Irshaa and the Campaign Toybox lines. 
RW: How has your perception of working professionally in the RPG industry changed over the last 5 years?

MC: Wow, good one! For me, the industry’s shift towards accepting digital products has been a huge thing; it’s really changed the landscape. I’ve primarily worked in digital products, though I’ve got plenty in print as well. Even more, we’re looking at Kickstarter and other crowdfunding as viable methods to bring games that otherwise would never see the light of day to the gaming folks. That’s utterly changed the landscape in a good way, despite the bumps in that particular road.

JY: I did not know what the hell I was doing. Pure and simple. I originally got into this to release Kamarathin and focus exclusively on it. Thinking I could just settle into my little fantasy setting and with Hero System and be profitable or at least break even. HA! Man, I cannot even remember the amount of things I didn’t know back then that I should have before I began. Every single month has been a brand new learning experience, some shocking, some incredibly disheartening, but most have been fantastic. For someone with zero experience in the publishing industry it has been one heck of a rollercoaster and our earlier products and present erratic releases are all prime examples of this. I wouldn’t trade it for the world. Right now, I’ve got to the point where I need to focus. I’ve tried to do too many things in the name of diversification and it has held us back. I’ve left the world of idealistic system niche’s and will be expanding into the world of the popular market place until I get this company in a financially stable enough place that I can revisit my love of niche systems. 
RW: If you could change one thing about the RPG industry, what would it be?

MC: I’d say that creators would be paid what they’re worth, as opposed to what I call ‘app pricing’, which for my money has seriously devalued the work being put out there.

JY: Hm, if you had asked me this a few years ago, I would have said takedown the big corporations and keep it a craftsman industry. But after seeing the rise of Paizo and the consistently quality work they release (despite my misgivings about the D20/3.x systems) and the new iteration of D&D Next; I have to say, that maybe the industry is actually listening to its fans again and that is a good thing. Will wait and see if this trend continues, and I really hope it does. 

RW: What does the future hold for you guys? For D3 Adventures, Aethercon, or your own personal gaming projects?

MC: Well, we’ve got the Infinite Dungeon coming up, and that’s going to be a hell of a thing. We’ll continue putting out our top-selling Tangents line of systemless adventures, too. Aethercon’s always improving things, working toward a better experience so we can grow the convention as a whole, too.

For me personally, I’ll contiue writing for RPGs – I’ve got a horror setting coming up called Stalking the Nightmare, for FATE. I’m also working on a series of short stories that the setting springs from. It’s a good time to be writing for me. 

JY: Professionally I’m focusing focusing D3 Adventures on five product lines; Irshaanic Confluence, Infinite Dungeon, Tangents, Spectral Earth and Campaign Toybox. Keeping the priority on Pathfinder and Mutants & Masterminds 3E as well as systemless releases. I’m keeping Hero System possibilities in the background as finances allow. For Aethercon, I’m focusing on my minor role as prize monkey and making sure those that participate receive their just desserts. Personally, I’m trying to get into face-2-face gaming more. I currently have three play-by-post campaigns and one face-to-face game (every 3 weeks or so) that are all using my bastard creation of Rolemaster, Pathfinder and Houserules that I call Jasonmaster…because, well, I’m humble. But it’s a fun exercise in refining, massaging and creating game rules, a practice I had stopped once I got back into Hero System. I have ideas for a game system in my notes that I touch upon every now and then and may, in the far distant future release. 

RW: Can you tell me more about the Infinite Dungeon?

MC: The Infinite Dungeon started as a cocktail napkin idea over some Chinese at a local restaurant. From there, the idea continued to develop – we came up with the concept of the Cursed Isle, the dungeon there that went on forever, and the surrounding environs, all in one feverish afternoon.

From there, we dug into the history – how the Isle and Dungeon came to be, the history of the Wardens that sent adventurers to explore both, and then Ross Isaacs stepped in as line developer to bring it all together. Ross, by the way, is awesome, and really helped us achieve a voice for the project.

With Ross on board, we had solid direction, and that brought some major talent to the fore – Chris Harris wrote some incredible stuff with ruins and worked on our monsters; Alyssa Faden developed some outstanding, stunning cartography and provided us with a creepy plot twist for the nature of the Dungeon; Jennifer Baughman, who worked on 7th Sea for AEG, wrote up Valek’s Landing, which is the first village that adventurers on the Isle go to…and sometimes never escape from. I wrote a lot on the history of the Wardens and the ecology of the Cursed Isle, which was tons of fun.

It’s a hell of a project – the first book in the Infinite Dungeon line covers the huge outdoor dungeon that’s part of the Cursed Isle. Tons of NPCs, plot hooks, weird, horrific stuff going on; you could play out an entire game just on the island alone. With Book 2, players and GMs will see the first of the underground levels of the Dungeon…and it’s nothing that’s been seen before as far as I can tell. It’s the Dungeon as not just an ecosystem, but a living, changing thing; what the players do will affect how the whole thing plays out.

Interview Time: Richard Lee Byers

Greetings, Readers!
This week I’ve got an interview with Richard Lee Byers, a fantasy novelist and gamer. Richard’s got a large body of published work, including several books set in the world of popular D&D setting, the Forgotten Realms.
Richard Lee Byers. Writer. Fencer. Secret Agent.
Richard’s list of novels is pretty impressive: my personal favorites are The Shattered Mask, the Haunted Lands Trilogy, and the Enemy Within–but my all-time favorite of his has to be the Scarred Lands Trilogy. He’s written novels for several RPG universes, including Vampire: the Masquerade, Pathfinder, the Scarred Lands, and Warhammer Fantasy Roleplay. He’s recently written some comic book material as well.

Thanks to the success of its kickstarter, Richard has also agreed to write a novella set in my very own dark fantasy RPG setting, Accursed! In addition, Richard is an award-winning fencer and poker enthusiast in his spare time.

I’m very glad to have Richard on the blog today because I think that compelling game fiction can be a big driving factor in the success of an RPG setting beyond just the core books, sourcebooks, and adventures.

As usual, my questions are in red text.

RW: Can you tell me a little about yourself as a gamer and as a novelist?

RLB: As a gamer, I’ve been playing RPG’s since D&D was three beige pamphlets in a white cardboard box (plus that copy of Chainmail I had for the sake of completeness even though my group never got around to running army vs. army battles.) Over the years, I’ve played every edition of D&D,Pathfinder, Champions, DC Heroes, Call of Cthulhu, Stormbringer, GURPS, and no doubt others I’m forgetting. Currently, my friends and I play Pathfinderabout once a month; unfortunately, that’s about as often as we can manage to get together. I’ve also played various card and board games over the years and am a recovering Magic: the Gathering and Heroclixplayer/collector. Recently my friends and I have been playing Hex Hex, Castle Panic, High Noon Saloon, En Garde, and Elder Sign.
As a novelist, I’ve done around forty horror and fantasy novels, some set in worlds that are all my own, others based in franchises like the Forgotten Realms, Golarion, the original World of Darkness, and the Marvel Universe. I’m possibly best known for my Realms novels. My recent works include Blind God’s Bluff: A Billy Fox Novel, which is the first in a projected urban fantasy series, and The Impostor #2: The Blood Machine, the new installment in the post-apocalyptic superhero series that is my grand experiment in self-publishing.
RW: How did you get your start writing novels set in RPG worlds?
RLB: I started my professional writing career in the ‘80’s as a horror author. Then the horror market crashed, and I needed to find something else to do. I had noticed the existence of RPG-based fiction, and since I was already playing the games, I was pretty sure I could write it. I queried Wizards of the Coast and White Wolf, and editors at each company gave me the chance to submit a short story to an anthology. They liked what I turned in, and the relationships evolved from there until they were offering me the chance to do novels.
RW: I see that you’re interested in fencing and playing poker – do these hobbies help inform your writing?
RLB: I write a lot about swordplay and other forms of close combat, and what I’ve learned fencing helps with those scenes. Even though modern sport fencing is stylized and, well, sportsmanlike, there’s still quite a bit you can bring across, both in terms of specific sword moves and more general concepts of blocking, distance, trickery, etc.
First in the fantastic trilogy!
Overall, poker hasn’t come into my fiction nearly as much. Blind God’s Bluff, however, is about supernatural creatures competing in a No Limit Hold ‘Em tournament, so naturally, it’s full of poker.
RW: What is something great about writing novels set in RPG worlds?
RLB: If it’s a good RPG world, it has a fascinating mythology that’s fun to play with.
RW: What is something not-so-great about writing novels set in RPG worlds?
RLB: It’s been my experience that most of these books earn money, but they rarely do so spectacularly well that they’ll make the author into a big name. This particular form of fiction doesn’t seem to launch a Salvatore, Hickman, or Weiss very often.
RW: What are your favorite things about writing superhero fiction?
RLB: I like the anything-goes nature of superhero universes that allows the writer to do throw in whatever he likes, including superpowers and super science that make a mockery of real-world science and even the overtly supernatural.
RW: What do you see as the most significant differences between writing fiction and writing for comic books?
RLB: I’ve written a total of one count it one graphic novel so far, so no one should take my opinion as especially authoritative. But for what it’s worth, I think that while it’s a good idea to be precise and economical with one’s words when writing prose fiction, it’s essential in comics. It’s pointless, clumsy writing to say anything with words that the art can present visually, and in any case, you can’t use so many words that caption boxes and dialogue balloons are going to cover up the art.
RW: How has your perception of writing for RPG worlds changed over the last 15 years?
RLB: I suppose my perception has changed in the sense that I’m more aware of how things can alter over time with various IP’s. I’ve been around when the decision makers wanted to use the novels to make major changes in the setting and when they wanted the novels to tell smaller stories that absolutely didn’t change it. I’ve been around when the game developers and fiction writers communicated well and when communication was nonexistent. I’ve been there when the in-house people were eager to bring in freelancers whose work they respected and when the staffers thought, hell, why should we pay outsiders to write this fiction when I can write it myself on my lunch hour and pocket the extra cash? (My disgruntled interpretation, there, obviously.) To some degree, it all runs in cycles at almost every company.

RW: What’s your opinion on the ascension of the ebook format?

RLB: The triumph of the eBook is inevitable. EBooks simply have too many advantages over the paper-and-ink variety. I know some people love traditional books. I do myself. But let’s face it, all those guys are going to die, and kids who think it’s the most natural thing in the world to get their prose entertainment off a phone or a tablet will inherit the earth.
RW: How would you do things differently now as opposed to the first couple of novels you wrote?
RLB: The only way I know to answer that is to say that I write better now. I’m a better craftsman (or at least after forty books, I hope so!)
RW: What do you believe is the most important aspect of professionalism in the book industry from the viewpoint of a writer? What about from the viewpoint of an editor or publisher?
RLB: Truly professional writers turn in the best work they’re capable of, work that also meets the needs of the publisher as defined in a contract or submission guidelines, on time.
Truly professional editors and publishers respond to queries, outlines, and drafts in a timely manner and deliver on their commitments, both express and implied, to writers. Among other things, this means they pay on time based on an honest royalty accounting and that they don’t have writers invest work and time on a project and then send it forth into the marketplace with a lack of support that makes success unlikely.
RW: If you could change one thing about the RPG industry, what would it be? What about the book industry?
RLB: This is totally self-serving, but if I could change the RPG industry, every game with a substantial following would have an associated fiction line with effective marketing support.
If I could change one thing about the book industry, I would reverse the tendency to dump the midlist writer whose books turn a profit but fall short of bestseller status.
RW: What do you feel is the best way for a fantasy/sci-fi novelist to engage with customers and fans?
RLB: That’s the question we all ask ourselves, isn’t it? How should we market our work in this rapidly changing marketplace in the electronic age? I wish I knew the answer, but I don’t, so I do several things. I attend conventions, I’m active in social media, and I guest on podcasts and do interviews like this.
RW: What do you feel is your greatest accomplishment as a writer?
RLB: Judging from the communications I receive from readers, it’s my contributions to the Forgotten Realms.
RW: What do you feel is your greatest setback as a writer?
RLB: My greatest setback is every time a publisher has stopped wanting my work. The first time was when Zebra Books fired my editor and stopped publishing horror, and for various reasons, it’s happened a few times since. You’d think I’d have learned to be philosophical about it by now, but in the moment, it always feels like a mortal blow to my career.
RW: What is your favorite part of a gaming-related convention?
RLB: I love talking to people who’ve read and enjoyed my work whether I’m speaking on a panel, doing a signing, chatting with someone who approached me in the dealer’s room, or whatever.
RW: If you were a fantasy adventurer, you’d be a… ?
RLB: Probably a wizard, at least if I wanted to survive. Ideally, I’d be a swashbuckling swordsman, but the reality is that despite all the years I’ve spent fencing, I’m smarter than I am athletic.
RW: What’s your favorite RPG? What about your favorite fantasy novel (that you did not write)?
RLB: My favorite RPG is still original D&D. Well, maybe with the Greyhawk, Blackmoor, Eldritch Wizardry, and Deities and Demigods supplements added in. RPG’s have become more sophisticated since then, but I’ve never had more fun with one than I had with my original gaming group way back when.
My favorite fantasy novel is The Swords of Lankhmar by Fritz Leiber.
RW: If you could pick up the dice and play an RPG right this very instant, you’d play…?
RLB: Right this second as I’m writing this, I could really get into a rousing session of DC Heroes.

Champions System Review Part 2: 4th Edition

The Big Blue Book, and one of my all-time favorite RPGs.
Greetings, readers. Today I have the very real pleasure of talking about something I really love: Champions 4th edition. The year of this game’s release was 1989. I was in high school in Hot Springs, Arkansas at the time, and there was this huge book on sale at the local game store. I called it the Big Blue Book, and every time I picked it up, I found myself thinking, “Wow, there is a ton of interesting stuff in here.” Mostly the character write-ups of the Champions and the villains (especially the villain team in the adventure at the back, the Asesinos) are what drew my attention, which included a wide and diverse array of character types.
This was my first exposure to the Hero System, and at first it blew my young mind. Everything has a points cost. Some powers are restricted or outright dangerous to your campaign. Disadvantages (this was probably the hardest part for me to grasp), bases, followers. The differences between skills, perks, talents, and powers. The GM advice was also great – who can forget those examples with Blackfeet, Gobbler, and Nell the Generic Girlfriend?
Studying the characters in the book really opened my eyes to how building characters was a mini-game all of its own. I must’ve built over a hundred characters the first month I owned the book. And I knew I needed to find out more about this game, this system, this line of products.

A Legacy of Awesome

The thing I discovered about Champions 4thedition is that the big blue book was just the tip of the iceberg. There were tons of great products for this line. Every time I walked into the game store, I found something else that I eventually came to love. I’d say it all started with the big blue book, but the next step was Classic Enemies. Now I had two books featuring fantastic artwork, from the George Perez covers to the Pat Zircher interiors. And Classic Enemies included a ton of interesting characters as well, each one with a different power construction, a different way of building and using the mechanics of the game to mimic something right out of the comic books.
An absolutely unforgettable book for super hero gaming.

Book after book swiftly joined my library. Alien Enemies, To Serve and Protect, Mind Games, Classic Organizations, Viper! The list goes on and on and on. Nearly every single book that I picked up for the line made me laugh with joy at discovering new and interesting ways to use the game.

Champions in 3-D blew my mind again. So many awesome ideas for entire campaigns and story arcs spring from that book alone (with more outstanding artwork, both on the cover and inside). 
Champions of the North was a brilliant look at a different nation’s approach to superhumans, and expanded the Champions Universe at the same time (including the first link I saw with GENOCIDE). The Mutant File, High Tech Enemies, Corporations, Kingdom of Champions, Normals Unbound, and Allies (Zen Team represent!) continued to build and develop that world, a vibrant setting that seemed to leap right off the page. Crafted by future Hero System director Steve Long, Dark Champions started almost an entire mini-line on its own, with several outstanding products including Justice, Not Law and Underworld Enemies (crafted by the extremely creative mind of Chris Avellone). I could seriously write an entire review about any of the products I’ve mentioned here, and I still may someday.

A Style Like No Other

One thing that needs to be emphasized about 4thEdition Champions is that it was brimming with style. From the gorgeous full-color covers featuring art from well-known comic book artists like Perez, Ben Dunn, Storn Cook, Adam Hughes, and Dave Dorman to the beautiful linework of Pat Zircher, the artwork was extraordinary. 
But the style of 4th edition wasn’t just artwork! The content of the 4th edition line was full of life, full of enormous amounts of creative ideas culled from decades of comic book adventures. Just take a quick look at the different characters, tones, and adventure types you can find in Classic Organizations—ranging from the Cold War-era grittiness of Red Doom to the zany hijinks of CLOWN—for one example. 
My friend Scott Heine always blew me away with his amazing artwork for Mind Games, Alien Enemies, and To Serve and Protect – but it was the characters and the stories and the campaigns that are described by those products that really set my imagination on fire. Mind Games, for example, is an entire campaign in one tiny book. Scott Bennie’s brilliant VIPER sourcebook is, to me, the definitive approach to the trope of a Hydra-like organization of bad guys (at least from the 80’s).
If you like using this trope of bad guy, get this book.

Adding to the style of the line itself was that Champions 4thedition was blessed with some of the best 3rd party support the game’s ever had – Gold Rush Games produced the award-winning San Angelo: City of Heroes setting for it, along with a number of additional sourcebooks that expanded the setting. San Angelo, my friends, is one of the best superhero setting products ever, and its sourcebook line is also chock-full of high quality characters, storylines, events, adventures, enemies, and everything else you need to have a truly memorable game.

Also, 4th edition was the beginning of the “Ultimate” line of books that took a closer look at an individual character type, such as martial artists, bricks, mentalists, and so forth. Each of these books presented new campaign ideas, ways to use those powers, ways to build power sets, and much more. Each Ultimate book further expanded my mind with regards to game design and understanding how mechanics can influence the implementation of a tone and a style and a certain type of story.

Critical Misses

So, so, so, so bad.
This is not to say that Champions 4th edition had nothing but great books – there were a few products that simply weren’t very good, and one that is infamously bad.
For the “not very good” category, I’m going to list Murderer’s Row, Mystic Masters, Pyramid in the Sky, and Hudson City Blues. There’s not much to say here except that these books aren’t really that bad—they’re just not really /good/, in that their usefulness is, shall we say, questionable. Still, for a line that includes over 50 products, having only 4 (5 with the next entry, below) stinkers is a pretty good ratio.
However, there is one book that is just horrendously bad. Of course, I am talking about European Enemies. This book is so bad, my friend Michael Surbrook re-wrote nearly every entry in the book to make it work.
Again, if this is the worst thing I can find to point at for Champions 4th edition, I think that is another way of saying this edition was amazingly great in nearly every way.

Featured Creators

There are so many great creators for 4th edition, I had a hard time picking only a few to talk about.

Scott Bennie

Scott’s work for superhero games in general and for Champions specifically should never be overlooked. In 4th edition, Scott’s work includes Classic Enemies, Day of the Destroyer, Champions in 3-D, and Viper. These books are all chock-full of fun, and Scott seems to understand that sense of style that 4th edition was able to capture extremely well.

Steve Long

Steve’s work on 4th edition Champions includes the groundbreaking Dark Champions, which basically spawned a little mini-line of its own. He also worked on the Ultimate Martial Artist and Ultimate Mentalist, further expanding on the strengths of the Hero System, and Watchers of the Dragon, an expansion linked to the Ultimate Martial Artist.

Scott Heine

Mr. Heine created some truly landmark books for 4thedition, starting with the amazingly creative Mind Games. Check out To Serve and Protect to see another awesome example of a player character superhero team and how it operates!

Pat Zircher

Pat’s amazing artwork defined the early Champions 4thedition books.
 Above: Just a few examples of Pat Zircher’s awesome linework.


Mike Surbrook

I’ve interviewed Mike on this blog before. While Mike didn’t write any physical books for Champions 4thedition (he would end up authoring some great stuff for 5th and 6thedition), he led the charge on getting Champions supported on the internet. His site, Surbrook’s Stuff, nearly single-handedly sustained the Hero community in the 90’s.
He also wrote a Digital Hero product that was highly influential for my own career—the cyberpunk anime setting, Kazei 5. I’m planning a full review for this setting concentrating on the big book that it came out with for 5th edition Champions in the future. Kazei 5 heavily influenced the creation of my own Hero System setting, Shadows Angelus.

Pat Sweeney

Pat authored San Angelo: City of Heroes, which I’ve mentioned several times on my blog as one of the best superhero settings ever made. Pat clearly knows what makes superhero settings fun, and he added something truly special to the Champions line.

Pat Bradley

Normals Unbound and Atlantis are good books for the 4thedition line. Normals Unbound has been mentioned here before as one of the best supplements of all time! Pat also organized the Champions APAzine, Rogues’ Gallery, for many years.

Adventurer’s Club and Champions APAzines

The 80’s and 90’s were a wonderful time for gaming magazines (especially TSR’s house magazines Dragon and Dungeon), but there were others that were awesome as well. Some of my favorites were Autoduel Quarterly and, of course, the official Champions magazine–Adventurer’s Club!
AC had several decent issues and a handful of really good ones featuring work from guys like Aaron Allston, Ben Dunn, Steve Long, and many others.
However, Adventurer’s Club did not survive the 90’s, alas. It did have some spiritual successors, most of them driven by just one man: Dave Mattingly.
Dave is not only a friend, he’s a fellow gamer, and his enthusiasm for the Hero System is infectious. Dave was the guy in charge of three different iterations of Champions APAzines, starting with Haymaker!(still running strong), EZ Hero (which was replaced with…) and Digital Hero, the official Hero Games e-zine. Digital Hero started out in 4thedition as simply a way to publish books for Champions in an electronic format, but by the time DOJ took over the Hero System, it instead became the de factoreplacement for Adventurer’s Club.
Dave went on to found a great third-party publisher of Champions books, Blackwyrm Publishing.
It should also be noted here that Michael Surbrook, in addition to his awesome work on his Surbrook’s Stuff website, is by far one of the most prolific contributors to Haymaker!, EZ Hero, and Digital Hero.
In addition, there was Rogues’ Gallery, a collection of Champions articles that included content from Aaron Allston, Steve Long, myself, and many other Hero authors. Rogues’ Gallery was originally created by Aaron Allston, then taken over later by Hero System author and enthusiast Pat Bradley.

In Closing

My opinion is that 4th edition Champions was the game’s high-water mark – the overall quality of the writing, the artwork, the trade dress, and production values reached a peak in this edition that wouldn’t be seen again until 6th edition. In addition, 4th edition Champions is, IMHO, by far the best version of the game when it comes to presenting a unique style and tone. While 4th edition had some small issues with presenting mechanics of the rules and a few problem products, it had an all-star collection of creators—writers, developers, and artists—that brought the game to a pinnacle of excellence.
Speaking strictly about 4th edition, I could point to the hard work of folks like Scott Bennie, Dave Mattingly, Michael Surbrook, Sean Patrick Fannon, Scott Jamison, Pat Zircher, Steve Long, Allen Varney, Rob Bell, George MacDonald, Bruce Harlick, Steve Peterson, (not to mention Monte Cook, who edited several products of this line!) and many others that made this edition of the game so exciting, memorable, and triumphant.
Thanks for reading part 2 of my Champions system review – check back in with me later when I go over the 5th and 6thedition of Champions and the Hero System!

Tracon Afterparty Report: Finnish Sauna!

Greetings, readers! Back in my report on the Finnish convention Tracon, I mentioned that I planned a followup about the Sauna experience. Well, here it is!

There’s really not much I can add to discussing what Sauna is like to Vincent Baker’s excellent post on the subject, but I’ll do my best.
As Tracon started wrapping up on Sunday, I remember seeing both Eevi Korhonen (My “handler” assigned by Tracon for the guest of honor) and Outi Sippo-Purma (the head coordinator of Tracon) discussing the afterparty and both asking me if I was definitely going to Sauna.
One thing I mentioned in my Tracon Report is that I had made a commitment in my heart to do everything Finnish I could! So what I said was, “Of course I am going to Sauna!”
This seemed to make everyone quite happy, but there were a couple of folks at Tracon who did a doule-take. One of these was Pekka Wallendahl, who leaned in and said “You know this isn’t like a sauna in the US, right?”
It turns out that, no, I hadn’t really been aware of that. You see, in Finland, there’s a tradition (generally an older tradition) that the Sauna is a very sacred place where folk of both genders mix freely in a sweaty, naked, cleansing experience. The Tracon after-party was going to follow in that tradition.
There was a moment where my brain balked. Me? Naked? In front of other people, let alone women? It took me a second to adjust. Then, my brain re-engaged with a reminder of my decision—“I’m in.” I said.
After the convention closed down, we all went to dinner – and once again, I had several people look at me with that raised eyebrow and ask, “Are you going to Sauna?” It didn’t take long after dinner to get us all into a van and headed out towards the Sauna. It was in a pretty remote location from Tampere, on the shores of a lake tucked in behind a very picturesque forest. The party was already underway when we arrived, with sausages getting grilled out back, plenty of beer in the fridge, and people getting into the sauna in groups.
Outi took me aside. “You really need to read Vincent Baker’s post about this.” She told me. Pekka was grinning and already had the blog up on his ipad for me to read. I thought this sounded like a good idea, so I sat down for a bit and checked out Vincent’s words (and awesome graphs!) about Sauna.
“This is something I have got to try.” I said out loud, and I put my words into action.
I kept my glasses on, not for any prurient reason, but because I need them to see where I’m going. In the Sauna, you got slippery spots, stairs, super hot rocks, all kinds of hazards for people who can’t see – so I kept my specs!
Showering with other folks was a bit weird, I won’t lie. But I didn’t let it bother me. I remembered Vincent Baker’s words—“Shared Humanity.” That’s what I was feeling. I wore a towel into the Sauna (and this, I discovered, is totally fine).
And it was great.
Sauna was exceptionally cleansing. It was almost spiritual. The Finns were all very welcoming, and everybody spoke English while I was in the Sauna to make me feel more comfortable. Nobody was ashamed of their body and there was no discussion or even notice taken that people were naked together. It just was, well… shared humanity.
And then there was jumping in the lake afterwards. Wow! I don’t think my words will do justice to the sensation, but it was absolutely stunning. The lake water was cold, shockingly cold at first, but the water buoyed me up and I found myself swimming in a lake of stars, reflecting nothing but the night sky.
I went back in once more to do the whole thing again, and I would never have traded that experience for anything in the world. Finnish Sauna, especially Tracon after-party Sauna, was wonderful. If anyone reading this ever gets a chance to try it out, my recommendation is to simply surrender all your preconceptions, prejudices, anxieties, and worries. Just try it. You won’t regret it!

Interview Time: Bill Keyes

Today’s post on Rogue Warden is another interview with a veteran game designer: Bill Keyes.
I’m excited about this interview because Bill is not only a fellow member of the gaming industry, he’s also a good friend and a fellow gamer par excellence. He and his wife Tammy have been running games at Genghis Con in Aurora, Colorado (organized by the Denver Gamers Association) for several years now, and they are not only great people—they are great gamers too!
Bill (and the Bunny) sporting his dapper
steampunk Red Lantern cosplay.
Bill has worked as the Art Director for Hero Games for a number of years, and he’s also done quite a bit of graphic design and layout for numerous projects for Blackwyrm Publishing. In 2011, Bill also published his own game setting, a steampunk world of high adventure called The Widening Gyre.
Bill represents a gamer who lived his dream—he joined an RPG company as a professional and published his own creation. His story is one that hundreds of fellow gamers all want for themselves.  I wanted to feature Bill’s interview not just because he’s a friend, but also because his story is interesting—Bill’s just at the start of his gaming career, and doing it outside of the major game studios in the RPG industry.
As always, my questions are in red text.
RW: Can you tell me a little about yourself as a gamer and as a game industry professional?
BK: I’ve been a gamer for better than 30 years. I started with the original hardback AD&D books (which I still have, and will proudly show them off to anyone foolish enough to ask!) way back in 1980. We were just kids and we had no idea how to play, really. We just sort of rolled dice and made things up (so not much has changed between now and then!). I discovered the Champions Superhero RPG not too long after that, and I’ve been running various heroic adventures ever since. People keep coming back to play, so I guess I must be doing something right.
As a game industry professional, I’m primarily an Art Director and Layout Artist. My background is in technical writing – basically writing software and medical equipment manuals, which is a very different skill-set than RPG book layout. But somehow I’ve made the RPG thing work. I’ve also written one (well, two, but that’s another story) RPG setting book that’s been published (The Widening Gyre, a steampunk worldbook for the HERO System from Blackwyrm Publishing), and in my spare time I’m working on a couple of others.
RW: How did you get your start in the RPG industry?
Bill is the one who made me a believer in the power of Lucha.
BK: I have two stories here. As a writer, I heard about a small HERO System licensee who was looking for someone to write a steampunk book for their superhero setting. I submitted a proposal which they liked, and I got to writing. The book was eventually released in PDF format, and sold probably 20 or 30 copies, tops. But those few people who bought it really liked it and said I should write more. So I am.
As an Art Director, it starts with a sad story. The AD for HERO, Andy Matthews, passed away very suddenly, and the company had to scramble to find someone to finish the books they had in the pipeline. I’d never done layout for game books before, but I’d been a Technical Writer for the better part of a decade and I’d done more than my share of layout for other industries. So I put in my application. I’ve known the HERO guys for years and they trusted me, so they gave me a book called Lucha Libre HERO to put together. I had a lot of fun on it, and have been working on similar projects ever since.

RW: What is something great about working in the RPG industry?
BK: Um… everything? Seriously, this is sort of a dream come true for an RPG nerd like me. I’ve always wanted to write books, and more than that, to have people play in the game worlds I’ve created. I’m such a fanboy.
Oh, I know! It’s neat to stand next one of the people whose work you admire – a Jeff Combos, or a Steve Long, or an Aaron Alston, or a Ken Hite – and be able to say, “I’m one of you guys.” Of course, I’m like a 1st level adventurer standing next to a bunch of epic-level guys. But still, it’s cool to be part of that club.
RW: What is something really bad about working in the RPG industry?
BK: Quite frankly, the money. I know a number of people who make a living doing this, and I’m sure there are probably a couple of folks out there who got rich in the industry, but for the most part (in my experience) there’s just not a lot of money out there. Or maybe I just have expensive tastes, I don’t know. But if you’re thinking of quitting your day job and doing this full-time… well, let me know how you do it.
RW: How has your perception of working professionally in the RPG industry changed over the last 5 years?
BK: I’ve only been working professionally in the industry for about 5 years, so I can’t honestly say what it was like pre-2008. I still feel like I’m on the upslope of the learning curve about the industry, so everything that I find out is something new to me.
RW: You’ve been in charge of your own projects before… how would you do things differently now as opposed to the first couple of projects you were in charge of?
BK: One thing I do now that I never thought to do when I was first starting is to get as much groundwork done as you can before the project actually starts. When I’m doing layout, I work on designing my templates, choosing my fonts, and creating a watermark well before the finished manuscript even makes it to my desk. I ping my favorite artists to see if they’re available and interested. I will usually throw together a 5-page demo of what I think the book should look like so I can send that back to the writer and the publisher and get their approval. There’s nothing worse than having a finished manuscript and a hard deadline and not having any idea what the finished book is going to look like. I like to have all my ducks in a row, because I hate wasting time at the beginning of a project and then rushing to get everything finished at the end.
Same thing when I’m writing. I put together an outline, which is basically a list of all the things I want to write about. That way, I have a pretty good idea of where I’m going before I even start. Sometimes things change halfway through, and I come up with a new direction to go in or decide that an idea I had is not really panning out, but it’s good to create a roadmap before you set off.
RW: What do you believe is the most important aspect of professionalism in the RPG industry from the viewpoint of the freelancer? What about from the viewpoint of a publisher?
BK: Don’t promise what you can’t deliver. That’s what professionalism boils down to. If you tell someone you’ll return their phone call right away, do it. If you promise to get your project done by the end of April, you had better have it ready by the end of April. If there are extenuating circumstances that are going to prevent you from finishing on time, let everyone else know as soon as you know.
I’d much rather have someone I’m working with tell me up front, “I don’t think I can finish the project on this deadline,” rather than have them come to me after the deadline has passed with an apology. The first might disappoint me; the second can derail a whole project.

RW: If you could change one thing about the RPG industry, what would it be?
BK: I don’t know if I can answer this question. I still feel pretty new to the industry, so I’m not even sure what’s “normal,” much less what should be changed. Is that a cop-out answer?
RW: What do you feel is the best way for a game industry professional to engage with customers and fans?
BK: Even with the tools we have today (by which I mean the internet), I think there’s really no better way to meet people and show them what you’ve done and will be doing in the future than by meeting them face-to-face, and ideally, by gaming with them. That’s one of the many reasons I love to run adventures at cons. “This is the world I built/the game I’m creating/the system I’m working with” is a powerful thing to say. Gamers love to feel as though they’re part of the creation process, so play-test something with them!
RW: What do you feel is your greatest accomplishment as an RPG professional?
Bill’s exciting steampunk adventure setting!
BK: Again, I have two answers for this. As an Art Director, my greatest and favorite book is Lucha Libre Hero. It’s just so full of weird peyote-fueled nonsense that I can’t help but love it. I remember emailing my artists and telling them, “OK, I need a picture of a giant hourglass with the wrestlers trapped in the bottom, and a giant scorpion, and a line of can-can dancers, and a rocket ship about to blast off*. Can you do that?” And the artists would respond, “What did you just say???” And then a week later they would turn in some absolutely fantastic pieces of artwork.
But by far my proudest moment was when my first book got published. When my copy arrived in the mail, I just stood there and stared at it for about 10 minutes. I feel like such a geek saying that; does that happen with everyone when their first book comes out? Does it change when you get more books published? Like, by the time the tenth book comes out, do you just shrug and toss it in the pile with the others?
*This is actually in the book. I’m not kidding!
RW: What do you feel is your greatest setback as an RPG professional?
BK: I don’t know if this counts as a setback, but it was definitely a Charlie-Foxtrot. I was the AD for the 6th Edition HERO System Bestiary. It was a huge book, with a new piece of art on nearly every page. It was also a very dense book, and I was trying to cram the artwork in any place it would fit. On top of that, I was working against a very hard deadline, as I had a European vacation planned and wasn’t going to have access to anything for 2 weeks. I rushed the job and screwed up. I put art in that was the wrong resolution, I reversed a few pieces, I even used some archived art that we no longer had the rights to.
I have no one to blame but myself. I cut corners and I messed it up. Thankfully, HERO’s senior AD Fred Hicks was available to fix my mistakes and the book got released on time. And luckily for me, the guys at HERO were gracious and forgiving, and they’re still giving me work.
RW: How do you feel about representation of awards and recognition for quality in the gaming industry?
BK: You and I had a discussion about this after this year’s ENnie Awards ceremony. I suggested that perhaps the biggest players in the industry should graciously disqualify themselves from future nominations, allowing the smaller companies a better chance to take home an award. You countered that each book is written by an individual, and those individuals deserve recognition for their good work, even if they are working for the biggest publishers. That’s a very good argument, and it’s made me re-think my position.
RW: What is your favorite part of a gaming-related convention?
BK: I have two different answers to this one, depending on the convention.
At a smaller convention, like Genghis Con in Denver, my favorite thing to do is to run games. I love writing scenarios, creating interesting pre-gen characters, prepping my materials. I love the excitement just before the game starts. I like seeing what direction the players are going to take the game. I sometimes run “encore” games that I ran at previous cons, and it’s always a delight to see how a different group of players is going to deal with the same situations, and how they’re going to do things differently than previous groups. And I love talking about the game afterwards with my players, to see what was good, what could’ve been better, and what memories we created together.
At big conventions, like Denver Comic Con or Gencon, my favorite part is actually the people-watching. I’m not usually what you’d call an extrovert, but I love meeting people at these conventions, talking with them, learning which aspects of nerd-dom are their favorites. Are they gamers? Comic book fans? Film geeks? I’ve gotten to talking with people at conventions, and within 10 minutes it’s like we’ve known each other for years. I feel like I’m among my people.
RW: Tell us about the bunny! Roughly how many pictures has he starred in to date?
One of the Bunny’s many admirers.
BK: The Bunny! I got the bunny years ago when I was on a business trip. There was a table in the airport to let people sign up for a credit card. I did, and they told me I could take any of the free gifts from their table. Most of the gifts were crap, so I grabbed a little stuffed white rabbit. So I’m walking around the Denver airport with this bunny in my hand, wondering what I should do with him. If you’ve ever been through the Denver airport, you know that there are a lot of really weird art displays. So I started putting him up next to the art displays and taking his picture.
Now, whenever I travel I take the bunny (whose name is Jack, or J.J. for short) and take his picture everywhere I go. He’s been as far away as Ireland (I even have a pic of him kissing the Blarney Stone). When I go to conventions, J.J. gets his picture taken with cosplayers and celebrities. I have no idea how many pictures J.J. is in. I got about 400 shots of him at Gencon 2013, and that was with me working most of the time and not taking very many pictures. So it’s easily in the thousands.
Folks can check out the bunny’s photos on his Facebook page: Travels With Teh Bunneh.

RW: What is your favorite genre of gaming – superheroic, fantasy, cyberpunk, etc.? And why?
BK: My first love has always been high fantasy gaming. I got my start in AD&D, and while I love to dabble in other genres I’ll always go back to a good fantasy game.
RW: If you were a post-apocalyptic survivor, you’d be a…?
BK: I’d be the despicable and vicious leader of a punk-rock biker gang, prowling the wastelands. We’d be like post-apocalyptic Vikings, pillaging, looting, and burning everything still standing, until a heroic loner with a penchant for violence and a soft spot for women, kids, and animals finally puts a permanent end to our depredations.
RW: What’s your favorite RPG (that you have not worked on)?
BK: Tough question! There’s so many that I love. I’ve never really been a “One System To Rule Them All” kind of guy, so I’ve played all sorts of games and systems. You and I have argued about this one, but I have to give mad props to D&D4. I’ve been kind of getting into Savage Worlds lately, and I’m looking forward to doing more with it. Take it around the block a few times, see what it can do. I’m playing in a Rogue Trader campaign right now, which is all kinds of crazy fun. d6 Star Wars. Hollow Earth Expeditions. And of course, HERO will always be my true love.
Now, ask me about games I don’t like. No, on second thought it’s probably better not to. I don’t want to piss off anyone, much less everyone. 😉
RW: If you could pick up the dice and play an RPG right this very instant, you’d play…?
BK: Whatever you want to run, man. If you’re the game master, I’m in!
(Editor’s note: Aw man… thanks Bill!)

Champions System Review, Part 1

Greetings readers!
Yeah. The Hero System will use ALL of your D6’s.
Today’s blog post is going to be the first in a series of blogs about the Champions game system. It should be no surprise to longtime readers that this is one of my favorite and cherished RPG systems. This is just one reason why there’s going to be more than one blog post about it—another, of course, being that there are six editions of the game to talk about, with tons of supplements and over 30 years of gaming history as well.

My history with Champions

I started playing Champions in 1989 with the Big Blue Book (AKA Champions 4th Edition) and I’ve been a huge fan of the system (and the game as a whole) ever since. During my time as a Champions player, I’ve been blessed to be part of gaming groups that include various creators and luminaries of the Hero System, including Michael Surbrook, Scott Jamison, and Dave Mattingly.
I never ended up writing directly for Hero Games, but I have done quite a bit of writing about Champions through various APAzines like Digital Hero (and I’ll talk about those as well in a future blog post). I have two amazingly successful RPG campaigns that I ran using Champions (Shadows Angelus and Shadows Angelus II) and tons of other games (like Vendetta Rhapsody) that I have wonderful memories of from the past two and a half decades.
It’s not just myself who is a huge fan of Champions. Some other people you may have heard of include best-selling novelist Michael Stackpole, whose character “Revenant” was first created for Champions, and comic book artist and entrepeneur Ben Dunn, who not only illustrated some covers for Champions in 4th edition, but he also began his character “Tomorrow Man” from his Champions RPG experiences.
Today’s post is going to focus on an overview of Champions and a brief look at the first three editions. Most of my gaming history with the system is in the last three editions, so I’ll most likely focus on each of those editions in turn in future posts.

Champions Overview

Champions is another name for the Hero System, an RPG that is universal in that it can be used for nearly any genre. The system’s most prominent feature is that characters are built using a series of points and abilities are thoroughly defined by the adaptable ruleset.
Champions started out in 1981 and has been through six editions up to the current date. The game’s been around for over 30 years at this point, which is quite an achievement, and it has built up quite a bit of interesting history along the way. My friend Allen Varney has written an excellent history of the Hero System you can find here, so I’ll instead be focusing on my own experiences and opinions of it.
One of the few things I can add to Allen’s history is some saddening recent developments. In 2011, Hero Games sharply reduced itself down to only a handful of staff. The Hero System at large is supported by irregular releases primarily funded through kickstarter, and, for all intents and purposes, essentially exists now only as a legacy property. Hero did not have a booth at Gen Con in 2012 or 2013, further cementing the sad fact that the company and the game itself are mere shadows of what they once were.
Some third-party companies such as Dave Mattingly’s Blackwyrm Publishing and D3 Adventures keep the torch burning for Champions and continue to produce content for the Hero System.

The First Three Editions

The grand-daddy!
As I mentioned above, I won’t have too much to say here, since I really only started playing Champions in 4th edition on forward. However, I do own several products from these eras, so I’m going to give my thoughts.

1st Edition

Not much for me to say here except that I own it, and it was the first. Next!

2nd Edition

Although I never played games with this edition, I have some of the products from it. Some of the most notable supplements include one that I’ve talked about in my Superhero RPG Oddballs blog post: Autoduel Champions.
Another standout from this edition is the Circle & METE,one of famed creator Aaron Allston’s first Champions books.

3rd Edition

This edition of Champions is where I think most people started to really sit up and take notice of the game. There are quite a few memorable supplements and sourcebooks for this edition, and I’ll just list a few:

The one and only. Any superhero RPG fan should own a copy.
  • Danger International
  • Justice Inc. (with Michael Stackpole!)
  • Robot Warriors
  • Super Agents
  • The Blood and Dr. McQuark

There are two more special products for this edition of Champions that each deserve a note.
The first is Strike Force, a campaign book featuring Aaron Allston’s universe (and home campaign setting). Allston’s work on Strike Force has some truly impressive resonance down through the RPG environment, particularly in its use of inventive storytelling away from the gaming table (coining the term “blue-booking,”) his identification of player motivations, and much more. I’m very proud to have this product on my shelf.
The second is an adventure titled Wings of the Valkyrie. The premise of this adventure is that the heroes are being sent back in time in order to save Hitler from assassination during WWII. The adventure posits that killing Hitler actually makes the Nazi’s win WWII, and thus, Hitler must survive in order for the war to end with an Allied victory. This adventure was so controversial that it was actually recalled by the publisher.

Featured Creators

For the first three editions, here are the people who I think were the most influential as creators.

The Game Designers

Obviously the designers of the game itself deserve recognition: George MacDonald, Ray Greer, Steve Peterson, and Bruce Harlick. I’ve actually gotten a chance to meet Steve and Bruce in person, which is quite an honor!

Aaron Allston

Aaron’s contributions to Champions are many over the game’s thirty-year history. Strike Force on its own would give Aaron a nod here, but he’s also written some great books about his campaign and its characters for 2ndand 3rd edition Champions. For example, the Blood in The Blood and Dr. McQuirk are a fascinating group. Aaron has written a ton of additional Champions books in other editions, and I’ll just briefly mention a few here: Ninja Hero for 4th edition is a tour de force, and the 5thand 6th edition of the Champions genre books benefit greatly from his influence. Just take a look at his list of game credits!

What I love About Champions

It’s fair to say that I do absolutely love Champions and the Hero System. I hold it sacred amongst the many, many games that I own. Here are some reasons why I feel that way:
Depth: The system for Champions offers incredible depth—it is a game where designing a character and how his abilities work is a mini-game all its own. You win that mini-game by accurately modeling a tricky power set or building a character in a new or original fashion. I’ve written thousands of words just exploring the possibilities inherent in just one power or character concept.
Character Building: Champions is probably the first game I think of when I find a character I like from books or film and wonder “what would he be like in an RPG?” The Hero System allows you to build exactly the character you want, which is a huge strength for people who like that approach.
A Tinkerer’s Dream: Champions is really where I feel I started my journey as a game designer, because the Hero System is set up to allow—nay, encourage—tinkering. Designing your character’s abilities, reasoning from effects, and separating the mechanic from the flavor are all pieces of the game design puzzle that I first began truly understanding while playing Champions.
Any Genre: The Hero System is very strong as a universal system in that you can use it for fantasy, espionage, sci-fi, and any flavor of superhero RPG action.

Some Things I Don’t Love About Champions

While I do love the Hero System, I am not blind to its flaws. Here’s a small selection of the issues that plague this game:
Points Limits and Concept Compromises: The Hero System builds everything about a character via “character points.” This is linked with a limited number of total points that generally only apply to player characters. The intent of the limit is to present different ways to play the game. For example, if you want to play a game where the characters are all street-level crimefighters, it makes sense that they would be built using fewer points than a Justice League-style group of interplanetary superheroes. However, in practice, there are some concepts that simply require more points to work than others. For example, making a typical “super strong/super tough” guy in Champions is easy, even with a strictly limited number of points. Making a character who channels the power of a nation’s zeitgeist is not. Often, what this means is that some character concepts become compromised right from the start, forcing characters to feel “halfway there” for most of their campaign’s career.
Some Powers Don’t Scale: A companion issue to the concepts and point limits mentioned above is that some powers and abilities simply do not scale with varying levels of the game. The power of Mind Control, for example, is tied to a set number for achieving effects that simply require a certain number of points to even make possible. Building a character capable of mind control that you see in the comic books is simply not possible at lower points limits, and even when the points limits get high enough to allow the right number of dice, character’s defenses usually outpace the power’s effects anyway. Similarly, some abilities and powers don’t cross over well from comic books. A notorious example is that of the X-men character Rogue. While her powers are simple to explain, attempting to define them in the Hero System means that either Rogue has a points limit vastly higher than everyone else in her own team or that she takes numerous discussions with the GM to even begin to approach her potential.
Complex and Intimidating to New Players: The Hero System is not at all a casual RPG for beginners. It is a complex game that has a long and involved process for creating characters. The sheer size of the rulebook can be quite intimidating to new players, although in the first three editions, this was much less of an issue. There is also often a larger burden on the GM for the Hero System if he wants to build enemies, gear, or anything else not already covered in the book. Later editions of Champions did a good job of furnishing the GM with copious examples and resources to smooth this out, however.

In Conclusion

I’m just beginning to get into Champions, so stay tuned for further posts as we get more into the Hero System and more editions of Champions!