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Traveller for Hero Forum for the discussion of the (now out of print) Adaptation of the Traveller setting to the Hero System rules.

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  #31  
Old December 15th, 2015, 05:54 PM
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there is also a Star Trek port for Hero, although its mosty from the FASA version.
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  #32  
Old December 15th, 2015, 08:28 PM
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Okay, I just got back from the former local gaming store (I'm an north of it now), and I spoke with the local in house HERO expert. According to him the HERO people are taking the game back to its Champion roots, and that there hasn't been a whole lot of HERO expansion into other genres. So I guess Traveller is ahead of the curve, because it seems like that trend will reverse at some point.

Lots of HERO Champions' books on the shelf, very near the GURPS and Mongoose Traveller books. This is my first exposure to Mongoose Traveller, and they look pretty slick. Kind of like what the BBB was striving for many years back. They also had just sold out of their last HERO Fantasy book, but had lots of Champions books, including some third party HERO compatible stuff. I guess the game is thriving and bigger than ever. Wow. I guess I understand better why Traveller is getting ported to it.

It'll be interesting to see what finally manifests.

p.s. John, I think the Champions' guys first move was to Belmont before taking off. Belmont is literally down the street from their first office. I'm guessing they made the move for more space for cheaper rent because Belmont still had lots of unincorporated areas at the time; i.e. no property taxes.
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  #33  
Old December 15th, 2015, 10:09 PM
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I've got the base rulebooks for Fantasy HERO (and its bestiary, 2 companion, & magic items books), Western Hero, Justice INC (1930s pulp/serials, from Doc Savage through The Shadow, Allan Qatermain, Maltese Falcon, The Lost World [Conan Doyle's version], etc [Lovecraft even gets a mention in the "recommended reading" section]), Espionage (1960s-70s spy genre), and Danger International (expansion of Espionage to the 1980s, and including mercenaries/private investigators/etc).

These used the 3rd through 4th editions of the HERO system.

I've also got Champions 2E and many supplements for that - and Champions 4E - but of all that I've only played Champions 2E, and that only in 1984/85!

I've not even really read those rule-sets very much either.
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  #34  
Old December 16th, 2015, 12:09 AM
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Did they just publish material to establish the settings, or did they publish actual adventure modules?
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  #35  
Old December 16th, 2015, 11:19 PM
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Settings - no, as all but Champions, Fantasy HERO, & Justice INC were set "on the real world "as historic" Earth" - and Champions was basically in all the comic-book superhero settings at the same time (the Ref was supposed to make up adventures to fit what he wanted to be the situation), while Justice INC was set in whatever novelized/movie/comic book setting you wanted to play in - or your own.

In fact, in most of these rule-books they say to create your own general background in which to place the adventures, not just for the characters or specific adventure.

As for modules, I don't know for all of those, as I just got the Fantasy & Western rulebooks about 6 years ago.

I got Justice INC, Espionage & Danger International in the late 1980s - and I do have a module for D.I.: S.H.A.D.O.W. over Scotland.

I never really looked for modules, as in all of the RPGs we played in the 1980s we created our own adventures/settings rather than using published materials - it was just "the way you were supposed to do it" to us.
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  #36  
Old December 17th, 2015, 12:05 AM
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The majority of Hero System Modules were for Champions.

There was one module for Robot Warriors.

The MSPE modules may have included conversions for Justice Inc; I'm not certain.

I don't recall any modules released for any other setting books.

There were a BUNCH of setting books.

1st-3rd Ed Era: Champions*, Fantasy Hero*, Star Hero*, Robot Warriors*, Danger International*, Justice Inc*, Autoduel Champions, Espionage §

Champions 2e: had two core expansions: Champions II and Champions III; they were reprinted for 3E.
Champions had a huge raft of adventures.
Fantasy Hero had an expansion book: Spells.

4th ed Era: (Hero System Core Rules*), Champions*, Ninja Hero, Star Hero, Mystic Masters†, Dark Champions†, Western Hero, Cyber Hero, Pirates‡, Robin Hood‡, Mythic Greece‡, Vikings‡, Mythic Egypt‡, Golden Age Champions†, Kazei 5 (subsetting for Cyber Hero). Bestiary.

Note that Fantasy Hero 4th ed had two expansion books

I bought 5th Core, and 5th Rev., but never really used 5th, and didn't get

* indicates stand alone core
† Indicates labeled as champions but could be used stand-alone
‡ Dual system supplement - Hero System & Rolemaster.
§ May have been standalone, but I've never seen a copy
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  #37  
Old December 17th, 2015, 04:43 AM
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Side note; the thing I've always been curious about is the fact that when D&D was in its 80s hay-day there were entire racks that took up entire walls filled with nothing but those shrink wrapped adventure modules.

Then I guess towards the early 90s they simply vanished.

Either people, specifically gamers, are now masterful story tellers, or people's story expectations are low. It's part of the reason I quit gaming, and specifically Traveller for a time.

Either stories and adventures are easy to generate with setting books, or it may be that the media is missing out on potential sales by way of selling stories.

Either way I think it's interesting. Those modules used to be strong sellers. I guess partially because a lot of them had settings within them. But now it seems like the only way you can get an adventure module is a PDF off Drivethru, or a hard copy off ebay or a used one sold on Amazon.
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  #38  
Old December 17th, 2015, 07:32 AM
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Quote:
Originally Posted by Blue Ghost View Post
Side note; the thing I've always been curious about is the fact that when D&D was in its 80s hay-day there were entire racks that took up entire walls filled with nothing but those shrink wrapped adventure modules.

Then I guess towards the early 90s they simply vanished.

Either people, specifically gamers, are now masterful story tellers, or people's story expectations are low. It's part of the reason I quit gaming, and specifically Traveller for a time.

Either stories and adventures are easy to generate with setting books, or it may be that the media is missing out on potential sales by way of selling stories.

Either way I think it's interesting. Those modules used to be strong sellers. I guess partially because a lot of them had settings within them. But now it seems like the only way you can get an adventure module is a PDF off Drivethru, or a hard copy off ebay or a used one sold on Amazon.
Dungeon Magazine also came along with more stories in a month than I could use in a year.
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  #39  
Old December 17th, 2015, 11:16 AM
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That's interesting. I'll search for an article on the subject later on today.
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  #40  
Old December 17th, 2015, 12:41 PM
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Quote:
Originally Posted by atpollard View Post
Dungeon Magazine also came along with more stories in a month than I could use in a year.
It can be a tough business when an Amber Zone a little bit of prep can be more than enough to satisfy than a full boat module.

I think the modules ended up being morphed in to more complete and complicated "source books" that expand the universe at large rather than episodic scenarios.
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