ZERO HOUR
By 1981 I’d been playing for a few years. Most of that
involved TSR products- D&D, AD&D, Top Secret, Boot Hill, Gamma World-
they had a lock on things. They had a few multi-line competitors in
Chaosium (weird fantasy and Call of Cthulhu), GDW (Traveller if you liked hard
sci-fi), and FGU (complex and hard to get games like Space Opera & Aftermath
or oddballs like Bunnies and Burrows). Other companies had one-shot games like the first superhero games. That genre kicked off with Superhero 2044, a
terrible set of rules that grabbed everyone’s attention. By the time I started “playing”
it, the older generation of gamers had already moved on to Villains & Vigilantes first
edition. They played V&V the first time I got to sit in on a session of my older sister’s
group. She ended up stuck with me at the game shop for some reason. The group
was code-named "Duel" and I rolled up a character, Darkcat, with Claws, Darkness Control,
and Revivification. I loved superhero stuff and once I tried V&V I switched to that. But then my sister came back from a local convention carrying a new game she’d seen demo’d: Champions. It didn’t look
like any other game out there, it didn’t read like any other game out there,
and you didn’t make characters like any other game out there. You built
characters.
Quickly- and I mean super-quickly- Champions invaded and
split the gamers in my neck of the woods. If you’d been playing supers for some
time and you liked story, then you probably focused on V&V. But if you
liked crunch, simulationism, detailed combat, game balance, and being able to
make exactly what you wanted- they you went with Champions. Over time, the latter
won out- with V&V remaining on the fringes as a soft option until Marvel Supers and DC Heroes popped up later. It took me a long time to “get” Champions even though I read and played it repeatedly. I wanted to learn the system because I loved supers. That runs a close second
behind fantasy as my favorite genre- and I’m good at running it. That may sound
aggrandizing, but I know my strengths . Equally I know my weaknesses- sci-fi, 1920’s Call of Cthulhu, Pulp, or any kind of military
game.
Champions became dominant superhero game among the older
gamers I looked up to and hung out with. They often ran “Open Combats” when GMs
didn’t have a game ready. The apparent balance of the system allowed for
arena-style fights without a referee. I tried to get a handle on the mechanics-
making up characters and running games for my peers. Mostly I fell back to
using the various Enemies sourcebooks. College eventually pulled off most of
those older gamers and the seed of my group formed. Around this time we
began to see variations on Champions- Super Agents, Strike Force, Golden Age of Champions, Espionage and Danger International. This last game really
demonstrated the power of the system and became the basis of a number of
reskins and variations. One segment of gamers in our area started the Aegis
campaign, which would eventually become one of the longest running in the
country. I would play in it for a time years later.
Our group split between Champions and DC
Heroes. The former became the basis of many serious campaigns, including a
Watchmen style game I ran on and off for years. The later became the fun
pick-up game of choice. DC Crisis on Infinite Earths drove many back to reading
their comics. Character creation could still be a huge pain, but DC Heroes
seemed to have faster combat. Eventually the rapid change-over of editions
killed off the game for us. Mayfair focused heavily on modules over
sourcebooks, which left many purchasers out in the cold. Champions, on the
other hand, remained and expanded.
What really put the stake in the heart of other superhero
rpgs around here was Champions 4th Edition. It did everything right.
With a bright cover by legendary comic artist George Perez and a new complete
approach, it brought in new players and reinvigorated old ones. They fixed
problems, retooled elements but mostly kept things intact. Creating a distinct
line for HERO system also encourage new people to try out the engine. Where
GURPS had led they followed. It helped that Champions 4e also had some
excellent supporting material, including Ninja HERO and Dark Champions, both of
which spawned multiple campaigns in our area. Champions 4e remains my version
of the game. It helps that my late friend Barry helped illustrate it. His
drawing of a typical gaming group arguing includes me.
You also can’t underestimate the importance of the Heromaker
software in pushing the game forward. Champions 4e came out in 1989, and it did
well. In 1993 Heromaker appeared and everyone I knew who played and had a
computer bought and used it. Eventually they released a deluxe version bundled
together with the core book. Heromaker offered the first truly useful piece of
software for gaming. There had been DM assistant programs before, but nothing
with this utility. Champions character creation involved math, look-ups, and
moving calculations. Heromaker streamlined all of that. It showed what computers
could offer at the table- assisting with the most mechanically heavy portion of
the game.
Hero System broadly, and Champions in particular, powered
many campaigns I ran, played in, or heard about in our area. It competed with
GURPS for dominance in our groups. At the same time, I saw less and less talk
about that among new players. Superhero games, strangely, took a hit in the
1990s in our neck of the woods, despite the boom cycle in comic books. New players
moved to AD&D, White Wolf, Deadlands, or Rifts. Gamers with more eclectic
tastes went to On the Edge or Ars Magica. You ended up with old blood clinging
to the system and new players ignoring it. Despite fantasy, supers, SWAT, and
other games happening in it, Champions lost ground. The d20 explosion only
accelerated that process. In 2002, Hero Games released HERO 5. Even those of us
who enjoyed the system didn’t pick it up. We’d been happy with 4e.
But the edition switch isn’t what pushed me out of
Champions. For years we’d joked about how long combats took. When I ran, I
wouldn’t start a fight past a certain time because I knew we wouldn’t be done
with it for at least two hours, if not longer. As well, I just wasn’t as good
at Champions as my players. I never managed to develop the expertise they had
in character creation, managing maneuvers, and playing the board. They always
wiped the table with balanced adversaries I created. When I crafted overpowered
villains, they’d still destroy them, but then spend the last part of the
session complaining about how unfair the fight had been. Over time I’d gained
mastery of other systems, but Champions always smacked me around. Still it did
super-powers so well that I stuck with it. The straw for me came in trying to
teach the game to a completely new group of people. They’d played other rpgs,
but Champions absolutely left them cold. They had played other faster, easier,
and less convoluted systems. Even my wife, a database admin and former math teacher
became stumped at the table. Yes, we could have learned the game and perhaps in
time it would have felt natural, but it would have been a slog. Why should I do
that when other, better options exist? Games with fun combat, faster
resolution, and easier character creation.
HERO system and Champions changed and influenced gaming. I think
that gets lost when people dismiss it as a math exercise. It offered a new and systematized
approach to character creation. Melee and Wizard might have had the first
point-buy mechanics, but Champions took that in a completely new direction. It
broke down the building blocks and gave players and GMs a construction set, the
Legos of gaming. Many, many of my favorite moments in gaming come from HERO
system campaigns. But most of that comes from general play- not from combats,
not from character creation, and not from session prep. Yet we still have
several players in our group with an abiding love for the game. It is a great
game, but not a great one for me.
PROS
- Customizable character creation
- Handles super-powers extremely well
- Great mechanics for balancing characters: damage vs. speed
- Granularity to the mechanics make it adaptable to many settings
- Interesting damage division between Body and Stun, Lethal and Killing, Standard and non-Standard effects
CONS
- Complex character creation
- Heavy time investment on the GMs part- really requires GMs stat things out fully
- Extremely long combat resolution time- even with a skilled GM and experienced players
- Intimidating character sheet- not particular intuitive to teach IMHO. I know others have had better success with this
- Crunch emphasis over story emphasis- mechanized (YRMV)
- Handles normals OK, but does better at higher power levels
- Experienced players make starting players’ builds look weak