[net.games.frp] Fantasy Hero & ORIGINS'85 report

blumberg@ihuxw.UUCP (Marc R Blumberg) (07/30/85)

> I remember seeing a posting about Fantasy Hero earlier here, but I can't
> find it now that I am interesed. A friend of mine purchased it, and seems
> to be a VERY good game. It seems well designed (that is, it doesn't have 
> many of the problems that AD&D etc. suffer from.) Does anyone else have 
> any comments about it? I also have some questions to ask someone about it,
> if they think they have a firm grasp of the system...

Well, I just arrived home from ORIGINS'85, here is the "convention
report."
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Releases: This convention saw the long-awaited release of two Hero Games
products, FANTASY HERO and LANDS OF MYSTERY. The former is their fantasy
game, based on the now-famous Hero Games System, and fully compatible
with Justice Inc., Danger International, and Champions. The latter is
a full-length campaign supplement for Justice Inc., also usable with
the other games.

To all those people who have been wondering about Fantasy Hero, stop
wondering and buy it! It is wonderful. Many of the inconsistencies/
complications found in playtest copies have been corrected, and there
is a special "GMs kit" sections for developing campaign material.
In AD&D(tm), we are given a finite list of monsters and spells, and
God help us if we have the imagination to stray from it. The real problem
with AD&D is that a beginning DM has no concept of balance. Countless
articles in the Dragon and RPGA newsletter talk about what a balanced
monster is/isn't, but never do they talk about how to actually CONSTRUCT
a new, balanced monster. This feel for spell and monster balance comes
with years of experience, and by then, munchkinism has set in.

The "GMs kit" section in FH gives numerous examples of monsters
(Demons, 
Dragons, Undead, Trolls, Orcs, etc.) Magic Items, and many spells. 
More important, there are guidelines for developing NEW material. 
There is even a section
for creating new Package Deals! The Magic rules have been simplified
(still not simple enough if you ask me, but oh well) and the combat
section has been expanded to included special weapons maneuvers.
These maneuvers can be performed only if a character has paid a few
points to learn them. These include things like Double Sling Fire
and Prepared Arrow Fire (allows TWO missiles per phase). The Combat
Maneuvers chart has been expanded to include things like Charge
(basically a 
Move Through which does 2x Horse's STR + movement damage) and Lance Pin
(STR is considered Armor Piercing, and the Lance is dropped after the
first charge).
 
There is a section on money, equipment, and armor (including SECTIONAL
ARMOR rules! Now more than ever, placed shots are important!) as well
as some beginning scenarios. It's $15, and available by the time you
read this (ships ~July 5).

Almost forgot. There is also a section on how to convert RUNEQUEST
and MERP to FH. In addition, membership to the Hero Games Adventurer's
Club will get you a copy of their newsletter, the latest issue
containing an 
article on how to convert AD&D to FH!. All that money you invested in
other systems will not go to waste. 
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				Marc Blumberg
				AT&T Bell Laboratories
				Naperville, IL
				ihnp4!ihuxw!blumberg