Story from Gamespot.
Okay, some of you might be wondering, "What is Champions?" Champions is a super-hero role-playing game from HERO Games using HERO System. Champions/HERO is also a game that some of the City of Heroes developers (including Jack Emmert, aka Statesman) used to play, and was cited as an inspiration for City of Heroes!
http://en.wikipedia.org/wiki/Champions_%28role-playing_game%29
http://en.wikipedia.org/wiki/Hero_system
Now, Saturday nights I take a quick drive from my house in Wailuku to Pukalani to for a game night at a friend's house. About 11 or so of us get together, eat a LOT of amazing home cooking prepared by the host, talk and hang out. Around 8 p.m. we settle down and play role-playing games using HERO; we've played games ranging genres from Westerns, X-Files/Men-In-Black conspiracy, pre-Napoleanic era British Naval and even Viking mythology. It can be a lot of fun, although combat can drag when you've got 11 people plus NPC's doing tactical combat (ie, using hex-map, considering range, line of sight, etc).
Anyhow, "what's the difference between HERO and any other role-playing game?" you ask?
1) Its levelless. That's right, no levels. No trying to earn another 234,343 XP so you can be a level 15 Chicken Farmer.
2) Its free form. You're not constrained by race, profession, whatever. You're given an allotment of points to create a character however you want to.
3) Has two forms of damage; Stun (non-lethal) and Body (lethal). By doing this, you can adjust the fatality of a game pretty easily, and it helps scale attacks. A fist fight can knock you out without being lethal unlike many other games which don't differentiate - to them damage is damage.
4) Its effects based. Instead of pouring through books to find the description of a level 3 Chicken Nugget Morph, you create powers, spells, equipment, etc., by deciding how it works, then building it from there, getting a point cost when done. If you want to, you can give it additional advantages or perks but giving it a higher cost, or you can give it a lower point cost by giving it disadvantages or limitations. Example:
Ronald McDonald wants a power to turn people into Chicken Nuggets by touching them, and wants it to be damned powerful mojo. It has 5d6 Major Transform into Chicken Nugget, which is 75 points (15 pts. per 1d6). Well, that's a bit expensive for the King of Value Menus, so he makes it All or Nothing, Requires Two-Hands, and has No Range (touch). I'm a bit fuzzy on how that part of the system works, but it gets the cost price down to 30 points.
You don't have to do all that to play, mind you. They have plenty of pre-made items, spells/powers, etc., so you don't have to mess with it. But the simple fact of the matter is if you need or want that kind of flexibility? Its there in a mature, well made system with tons of details, examples and even warnings (ie, "this can be abused"). The HERO Revised 5th Edition book (that has all this madness) is 592 pages and can stop small caliber gunshots.
Okay, great, so why is this so facinating? Because if Champions Online keeps all these traits, it will be the single most customizable MMO, even role-playing game, I've ever heard of (would it be the Elder Scrolls games? Maybe...). It would also break away from a lot of the conventions out there most MMO's hold dear; strict levels, ****s, damage is damage is damage, etc. It could be pretty freakin' amazing, to put it mildly. And since Champions uses HERO system, that means future expansions could easily tap into the the other genre books that HERO Games produces for Fantasy, Space, etc.
Wow...
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