Thursday, April 17, 2014

Things I Learned From Champions: Exactly the Character You Want

I never paid much attention to this phrase before, especially in the heyday of my Champions years. It just seemed to be a given -- if you wanted to be build the character you wanted in your head, you used the HERO System.

Keep in mind: if you were looking for industry news, this was in the time of BBSes and FLGSes and -- if you somehow got internet access -- Usenet Newsgroups. And, of course gaming magazines like Dragon and White Dwarf and Shadis and so on. So, I didn't really get a huge reaffirmation on this phrase from anywhere beyond the SF Bay Area gamers (the birthplace of the game); I just assumed it was both (a) a given in the industry; and (b) probably a local view, not necessarily held beyond Northern California.

But having encountered the phrase on the HERO boards (of course, the choir preaching to the choir), and on some blogs, and more recently on podcasts I listen to like (Gamer's Tavern, and -- of course -- Play On Target), I began to wonder about what the phrase meant then -- and what it might mean now.

A Reaction Against Character Classes


D&D was (and, in a way, still is) the 1000 pound Gorilla in the RPG industry. And it handled character creation with character classes with a very rigid progression of abilities tied to levels. So, on one level, the phrase might have been a comment on the freedom from class/level-based progression.

And yet, there were skill-based and point-based game systems out there (Chaosium's Basic Roleplaying System and Steve Jackson Games's GURPS, for example), so it surely wasn't just that.

Building Character Is Its Own Reward


One of the great innovations of the Hero System ruleset, as spearheaded by Champions was the following concept: Game Effects Cost Points, Special Effects Are Free.

This freed players from looking for a super-exhaustive list of powers and allowed them to focus on the effect(s) of said powers: what do they do in game terms? And then they could move forward to model those powers with the champions power rules.

Now, a discussion on the many facets of this simple concept (like clever power builds, and rampant SFX abuse) warrants another post, but as to how it ties into the phrase: the many combinations of base powers, advantages, limitations, and power frameworks have allowed many character concepts to be realized (within a certain set of points) that in most other game systems of the time were unattainable without GM permission.

Some have even commented that this is, in a way, a mini-game within the overall game. And some of my old (non-Champions-playing) gaming buddies used to say that building a character was the most fun you'd have playing the game -- a disparaging statement that still hints at the inherent fun in this activity.

Also, there was a thrill in figuring out how complicated builds (like Firestorm's ability to combine from two separate beings) and complicated special effects (the ability of Nick Fury to call in a sniper shot from a nearby building on demand), even if you knew that, ultimately, the GM wouldn't allow it.

Player & GM Buy-In


In the early incarnations of Champions and the Hero System, the concept of Hostile GMs & Hostile Players meeting in the RPG arena was a reality and rules lawyering was a common practice. In, a hobby and a genre that is all about ensuring your abilities, having a way to guarantee that a power works exactly as a player defines it (and not as the GM might interpret it) was a delight -- especially with the argument: "hey, I built it this way and I paid my point and you accepted the build."

With Champions, you could build a power that would be legal within the rules, but would be up to the GM to approve or disapprove for their campaign. The difference here is subtle -- instead of can I have this? submitting a constructed power becomes will you allow this?

Naturally, this required a certain amount of system mastery on both ends. But the tinkerers tended to have this already anyway.

I Paid For It, It's Mine

Once the GM accepts, then the player's character gets the approval to the game effect paid for within the rules. Sometimes more, rarely less, depending on the GM's tastes.

What this means is that if the GM constantly vetoes your use of the power as defined, or nerfs it or changes it to your character's detriment, you're within your 'player's rights' to say: "well, why the heck did I pay points for this if you won't let me use it as built?"

If your power only has a special effect, for example, of being a power ring -- but you didn't take on the limitation of Focus (meaning that when it's taken away from you, you don't have your powers), then that power doesn't get taken away from you.

This kind of thing is big in a genre where players don't want to suddenly gain limitations or complications or disadvantages that they didn't accept discounts or extra points for.

4 comments:

  1. There are definitely advantages and disadvantages to point builds. Particularly in the case of the Hero system and GURPS, it can sort of become a game unto itself.

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  2. I started my Supers RPG experience with a short stint in DC HEroes. That didn't last long, and we quickly moved into Marvel Super Heroes, which has been my life-long in the Supers realm. We liked it because char gen was simple (once you realized that the standard method needed to be thrown away), and you could jump in and play quickly.

    However, later on I was introduced to Champions (using the edition you pictured above), and I came to see the benefits of the point-based systems. If you have the time to invest in chargen, and are inclined to do so, Champions is by far the way to go for a Supers game.

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  3. Excellent post, and it brings up a lot of topics that are worth discussing regarding GMs and GMing and rules lawyering vs. having fun.

    On the topic of character generation, now that we have Hero Designer, character creation has become infinitely faster and easier. Of course, it does take away some of the fun of fiddling with the points.

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  4. +Trey: Yes, very much so. And it's one I occasionally still play.

    +Tom Doolan: Wow. MSH was my first (and sadly least played) supers RPG that I've owned. I'd love to see more stories / posts about it.

    +Robert Millers: I probably should pick that tool up. And yes, I will probably post more about those topics in the future.

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That's my side of things. Let me know what you think, my friend.