What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Monday, May 31, 2021

Hello, its been awhile

 

No doubt, like yourself, a lot has happened in the last year--and not all of it good. Wherever you would in an ideal situation like or want to go, life has a way of guiding you to different places. So here I am a year later, still struggling through things, like you are, without a lot of time for creative focused writing or even time to game.  


Okay all the being said, where do things stand.  Well not too much further from where they were.  I have scribbled notes for:

--a word based magic system: Each word used to cast a spell takes 1 ST. Fire (1d6) is 1 ST to create-Throw is another 1 ST--- then you modify it further based on longer range or more damage or length of effect (per turn).

You can know a number of power based on your IQ--so this gives the player the ability to craft spells or get creative with them.  Good for an experienced player to shape spells in concert with the experienced Referee--but hell for a new player/ new referee to sort out and causes game delay. When you have to stop and--discuss---the spell cost or player spell concept vs what Referee thinks it should be?  Kind of derails and leads to potential rules lawyer paralysis. No quicker way for me to walk away from a gem then pedantic arguments over gaming a system.

Magic and Miracles--philosophy: I wrestle with the idea of clerics v wizard but feel there needs to be basic philosophic difference between the two to create a "WHY?" they are different beyond--this one learned a spell--and this one follows a god.  For me it comes down to magic is selfish (protect yourself, material gain, your won power)vs. miracles are selfless (protect others, provide guidance, heal/feed/rest).  Now how to rule that conundrum mechanically and does it make sense in a world with pantheist beliefs based on human foibles? It may not exactly. I have some thoughts on how to make it work mechanically and it could be as simple as the god provides a limited set of power words that serve them/their aspects. The level of a clerics devotion influences the ST cost of casting. 

Beyond this--I am intrigued with MOTHERSHIP RPG and have an adventure outline kicking around as well as some scribbles for a d20 system called OGR.

I hope all is well with you and yours--I am still alive and kicking, I continue wander through challenges one step at a time, ever forward and appreciate your patience as I make my way.


3 comments:

  1. Welcome back! My gaming group has just started up again, and, I've brought out Heroes and Other Worlds to kick things off. I've borrowed some of your themes from Blades and Black Magic to make a gritty, yet, somewhat cinematic rules set.

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  2. Have you thought of clerics using Psi powers given by their god, while wizards use ambient magic field for their spells... Possible difference between the two is magic and psi both use the same magic resource, like mana.

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