The Hero System and Champions

The Hero System is one of those games that I have played forever, it seems. I believe my friends and I started playing with a photocopy of the second edition of Champions, back in 1984 or so? I don't know what year precisely. But hearing tales of our horrible rules-bending characters and their mindless quests would probably bore you silly; I was thirteen, and we all know what thirteen-year-old-boys' games are about.

System

My wife has a love-hate relationship with the Hero System. It really does allow you to make characters that are precisely detailed, moreso than many other games. And the detail isn't too overwhelming, as is seen in GDW's house system. But requires a hell of a lot of math to make a character.

Characters are made by taking 100 character points and using them to purchase attributes, skills, powers and other advantages; the base number of points depends on the genre in which you play and can be increased by any character by taking disadvantages. Each attribute costs a different number of character points to increase, and there is no set value for the costs of skills -- some cost a base of two, others three, and some are based on attributes and others aren't, and so on. Powers, similarly, have their own cost structures.

I don't mean to entirely denigrate the game system, however. I feel that it is more internally consistent than, say, GURPS or other generic systems, and the basic mechanics that are used in the game are kept to a minimum. During gameplay things tend to move pretty quickly once you're used to the system, or if you have a gamemaster who is used to it and can guide you.

Unfortunately, the complication of character generation makes a gamemaster's life difficult. Running a Hero System game in a fantasy setting was a goal of mine for quite some time until I finally did it and discovered how hard it was to toss together spur-of-the-moment NPCs. Yes, I know, the hardcore roleplayers will tell me that every character should be important, and that there should be no unimportant NPCs, but that isn't an attitude I agree with. If NPCs are included spontaneously in a game and a player unexpectedly chooses to interact with one, it should be extremely easy to generate (say) a bargaining skill for that character, and figure out how good they are in a fight should something awful take place. This is not so easy in Hero.

Setting and Source Material

On the other hand, there is a small mountain of source material available for the game, and even the out-of-print stuff for previous editions is at least somewhat compatible with what's there now. The Hero System supports two main sub-games: Champions and Fantasy Hero.

Champions is the long-lived game of four-color superheroic action described vaguely above. The game itself is actually older than The Hero System; when Champs was a success, Hero Games released the classic versions of Fantasy Hero and Justice, Inc. (a pulp-fiction RPG). Those two were not directly compatible with Champs for quite some time, though it was clear that FH's spells were like Champs's powers, and so on. Eventually at some point in the mid-to-late 80's the systems were unified.

Champions does a good job of echoing superhero comic books of all stripes; unlike Marvel Super Heroes it does not put strict moral rules into the game system; in MSH these rules make it impossible to run a character like Wolverine or Vigilante, and while I can see the reasoning behind putting them into MSH they are out of place in a more generic game like Champs.

Notable sourcebooks for Champions include Dark Champions, for the darkly-heroic games I touched on above, and The Ultimate Martial Artist, deemed by many to be the best martial-arts roleplaying supplement on the market today, and one of Hero's best sellers of recent years.

Fantasy Hero doesn't have as much source material as Champions does, due to the eternal glut of fantasy games on the RPG market, but the Fantasy Hero rulebook itself does a good job of helping a GM create a believable fantasy setting, complete with campaign theme; it also has that most-important element of a fantasy game that uses the Hero System: enormous spell lists. The Fantasy Hero Companion is also very nice, with more of the same.

Lastly, I should note that newer editions of the Champions hardcover rulebook, which include the Hero System core rules, also contain a copy of the HeroMaker software, which is a must for any serious player of the Hero System. It turns the otherwise-tedious task of character generation into something that can be done quickly and easily, and is much less intimidating for new players. I recommend it highly.

Overall

It's a classic. I have to recommend it. Casual gamers and the angstful roleplay crowd may want to give it a bye, but for the hardcore gamer and especially for the gamemaster who finds that the game he wants to run won't quite fit into any of the other systems he has, the Hero System can be a lifesaver.


Feburary 9, 1996
tenzil@io.com
Copyright ©1996 James Kiley. All Rights Reserved. Return to the RPG list