I have been a long time admirer of
the HERO system. What I most appreciate about the system is the meta-mechanical
approach that allows the GM to define the way magic/psionic systems work
merely by defining how the power system is to be used. My players and I
also love the Hero system's highly detailed martial arts system and very
visual combat system.
HERO is a system very much like many
so-called "universal" systems. Unlike some of those systems (*cough*
GURPS
*cough*), the HERO system does not punish specialization and reward polymathism.
Various mechanics of the HERO System (like a broad array of statistics,
a linear purchase schedule, and GM-driven character packages) help encourage
focussed characters that are consistant with the GM's vision of the world.
But enough praise for the game already.
If you came here looking for HERO System material, then you are just nodding
in silent agreement wondering where the "good stuff" is.
Fantasy Hero Campaigns
The following are the major HERO System
campaigns that I have run:
The World of Trinalia:
My traditional epic fantasy campaign.
In the past, I have run the setting using AD&D / Player's Option rules.
But certain aspects of the system encouraged me to run the setting using
HERO in recent games. For more information on the setting:
The HERO Trinalia rules: Includes
guidelines for running the Trinalia setting using HERO system rules, conversions
for AD&D characters and spells, new martial arts and magic systems,
and so on.
Spell Conversions: Descriptions
of a number of common low power spells that appear in AD&D to their
Fantasy Hero equalents, written up using the guidelines in the HERO Trinalia
Rules.
Mythic Nippon: The Rising Sun Campaign
This is a brief - but fun - Fantasy Hero
/ Ninja Hero campaign I ran before I left Idaho. It is a campaign run in
a fantasy version of Feudal Era Japan. Included are notes that may be of
use to anyone who wants to run a campaign in such a setting.