Little Chris stayed up all night doing his homework, so
he was still sleeping
when I left the room. I went down with Dave and we went through the
dealer
rooms. Brisk business today as there were lots of people crowding into
both rooms. In contrast, the Buyers Bazaar (what used to be the Swap
Meet)
was practically empty. They changed it last year so there are like 6
spaces
and you can get a space for two hours. No more rush of people cramming
into
a small room. No more last minute deals before the swap meet ends. It's
quite
tragic.
Anyway, I bought three Champions books that I don't have
and that were
on
sale. Module 14, The Trail of the Gold Spike, which I didn't have, and
two
supplements published in 1993. Later on I attended the Hero Games
seminar,
"What's Up With Hero Games!" Bruce Harlick, Steve Peterson, and Steve
Long
were present (and one other guy whose name I didn't get). I haven't
been
paying attention to Hero Games the last few years. I knew they had a
very
low profile and were publishing e-books to save money.
Hero was bought by CyberGames a while ago, so now they
have a full-time
staff
instead of the part-time staff they were snailing along on. They're
back to
publishing supplements, with the first one having been recently done.
5th
Edition Champions wil be published March 23rd and they have a healthy
amount
of upcoming products. (For some reason, the mention of CyberGames and
Hero
brought out a round of derision from Ken and Eric later that night. Not
being
all that "in-the-know" I wonder what's wrong with CyberGames).
Some talk about licensing. Hero has the Witchblade
license and will
produce
one book for it. Top Cow's president grew up on Champions so the
relationship
has been a good one. And with the tv show starting this Fall it will
bring
more attention to the game and then maybe some spillover to the other
Hero
products. For the most part though, licensing is a bad deal for almost
all
RPG companies. The RPG market is small, licensing fees are high because
the
license owners don't realize that RPG sales are low, lots of
restrictions with
the material that is put out. The only company that obtains a lot of
licenses
is Steve Jackson Games, and they lose money on just about every
license. But
they do it because Steve loves those worlds and loves to hobnob with
the
authors and it's his company, and I personally love him for it.
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Also a few opinions about the death of ICE. Once they
had their Middle Earth
license pulled they didn't have anything popular to sell. For years
they were
able to keep that license, even though they were often (sometimes
years) late
in payments, because that was Tolkein Enterprises only revenue license.
Then
Christopher Tolkein finally got fed up and personally gave New Line
Cinema
majority control of licensing. New Line said "drop ICE, they don't make
their
payments" and after a year or two of legal battles ICE lost.
Consequently
though, Tolkein Enterprises does get ownership of all the MERP
supplements
published, not that they'll do anything with it. There is a MERP
seminar
tomorrow, and maybe there'll be some more news there.
Finally, Steve Peterson talked a bit about his dream. He
wants Hero to
be a
major intellectual property. To whit, he wants to have novels, online
games,
computer games and play aids, movies, television, whatever. "We're not
selling
books, we're selling an experience." Bruce Harlick, in charge of the
RPG line,
quipped "that may be what Steve wants, but *I* want to sell books." The
Hero
Creator program that they have is one part. Basically it's a file
translater,
using Fuzion as the base language. Templates (scripts, from the sound
of it)
are used to convert from a particular system to Fuzion and back. That
way you
can convert AD&D characters to a DC Heroes campaign, or whatever.
My last comment is that the players there were what I
would call
condescending
towards all other RPG systems. You can do anything in Hero; it's not
just a
list of things, but a meta-list creator; seamlessly convert from
campaign to
campaign without changing your character; etc. I do plan on one day
running a
Champions campaign, but unless 5th edition is radically different,
you'll
still have the problems that (1) it's too easy to min/max a character,
which
means that everybody does it and it becomes too rules-lawyerish and (2)
if
you're not careful, you lose all color to the campaign (everything
starts
boling down to it's stats: I have a 6d6 Energy Blast, this gun has a
2d6
Ranged Killing Attack). The first one I'll solve by writing all the
characters
so that players can't min/max. They can describe the character and I'll
make
it for them. Second one is harder to fix and I'll have to be careful
not to
let the campaign fall into that trap.
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