Hero System: Fantasy Hero Review -- January 6, 2004
By Bruce Boughner, Staff Reviewer
Available from FRP Games for $23.95 (save $4.05)!!
Initiative Round
Fantasy Hero is a 415-page sourcebook for the Hero System game published by Hero Games. The author is Steven S. Long. The cover is by Storn Cook and is shows many of the Fantasy Heroes going into action against the Fantasy Hero bestiary in a wrap around cover and it is available for $31.99.
Fantasy Hero was Champions answer to TSR's D&D game in the mid 80's. One of my old player's/DM's contributed to the original Fantasy Hero Bestiary and I was eager to see this old friend in a new incarnation. As with Champions, Fantasy Hero runs on the Hero System of game play and is interchangeable with other games from this publisher.
At 415 pages, this is a meaty book, unlike a lot of books out right now, Fantasy Hero starts off giving homage to Tolkein, Vance, Dunsany, Moorcock, Howard, Leiber, Kurtz and Kay as well as TSR's D&D as inspiration for the book. The introduction continues to expound on the flexibility of the Hero System and the uniqueness of the game. It also previews and lays out the book chapter by chapter, allowing for an ease of use. The introduction also touches on historical realism in a fantasy medieval setting.
The Fantasy Genre is the topic covered in chapter one. The Hero System books usually have few chapters in them, Fantasy Hero is no exception and has only seven, but within those chapters are numerous sub-chapters. Hence the small number of chapters translates into very large sections of the book. A definition of fantasy opens chapter one. By this definition, fantasy differs from Science Fiction with three important points, Magic, Alternate Worlds and Low Technology. Magic can range from minor and rare to common and mighty. While Science Fiction also features Alternate Worlds, Fantasy contains magic and fantastic creatures such as griffins. Alternate Worlds do not even have to be a different place than our own earth, perhaps hidden realms exist in the remote reaches of the globe, Vance's Dying Earth is used as an example where it is our earth but aeons in the futures where magic rules. Low Tech is the other Key, no phones, no lights, indoor plumbing etc. Continuing to compare SF to Fantasy, as SF has Super heroes, Martial Arts and Aliens, Fantasy has many sub genres as well. The first is the Crossworld Fantasy where normal people from the "real world" unlock or uncover a fantasy realm such as the Chronicles of Narnia or Harry Potter. A Crossworld Fantasy consists of the following elements, allegory & metaphor, a paucity of humans, animals & creatures are able to talk and a variable perspective. Fantasy Hero campaigns set here usually run 75 points with an additional 75 points in disadvantages. The second type is Epic Fantasy such as Tolkien's Lord of the Rings or Eddings Belgariad or even the classic Arthurian legends. This sub-genre consists of Free Will & Fate, Heroic Qualities, High Stakes & Powerful Enemies, a Naïve Hero, a richly developed World, Starkly drawn characters, a tragic note and wise & powerful Wizards. Fantasy Hero campaigns set in Epic Fantasy are also 75 points with an additional 75 points in disadvantages but the characters can start out with 'skilled normal' qualities and the powerful wizard or mentor as a 'very powerful hero'. High Fantasy is the next type, the Earthsea Trilogy by LeGuin or the Jhereg series by Brust. This campaign features Dungeons, Gods walking the earth, monsters and other fantastic creatures Planar Travel and a plethora of Races and can start with the 75 points with an additional 75 points in disadvantages but can pick the powerful or very powerful character types. Low Fantasy is the next type of campaign setting and this can consist of places like Kurtz's Deryni Chronicles. The elements of Low Fantasy are Grim & Gritty, Historical Adventure, Patriotism, Politics and Warfare, Romance and Swashbuckling and characters run in the 75/75 range and are the more 'skilled-competent-normal' type. Sword & Sorcery is the next type of Fantasy. Drawing from sources like Howard's Conan, Leiber's Fafhrd & the Grey Mouser, Moorcock's Elric and Corum and others. Thi9s genre consists of the following, Barbarism is the natural state of mankind, Magic is slow & difficult, a Lack of heroism, survival of the strongest, short-term thinking and treasure & loot. The characters here are drawn from the same characteristics as in Epic Fantasy. Urban Fantasy is the last type of sub-genre and is drawn from source like Green's Hawk & Fisher series. This campaign runs with Fairy Folk, Magicotechnology or no magic and consists of characters with a point range of 25-50 points with the same in disadvantages. Meta-genres are then discussed. A Meta-genre is that type of element that can be found in all genres like Comedy, Horror, Mystery or Romance. Other Hero System genres like Champions and Ninja Hero are then discussed in regards to melding into Fantasy Hero.
The elements of fantasy are then delineated. These features are those typical elements you can expect to see in some form in a Fantasy campaign setting like Alchemists, Castles, Caverns & Dungeons, Dragons & Monsters and Gods & Magic among a host of others.
The second chapter covers character creation. The importance of background development is the first topic covered. Ten to 20 background points are suggested to the GM to allow the player to help develop a background to round out a character. A Theme to your character is advised such as Gandalf representing wisdom while Samwise is loyalty. The character should have Goals or Motivations. A series of racial packages are presented to choose from. They range from Cat-folk and Centaurs to Elves and Dwarves to Giants and Goblins. Other packages include City folk, Criminals and Warriors. The focus changes to Professional packages (called classes in other games) and include Priests, Druids and Shaman, Rogues, Assassins and Bards, Knights, Warriors and Barbarians and Wizards and Witches. Other packages fall into a miscellaneous category like Mariners, Merchants and Nobles.
Characteristics are the topic now. The application of the Hero System Characteristics to Fantasy Hero was really kind of cool. The strength chart for example trades thing like cars and battleships for trebuchets, and castles. The basic layout of the characteristics is the same as in all Hero System. As you might expect though, the skills available to select from have some different choices than in a Champions game. Genre-specific skills like Armorsmithing and Knowledge: Heraldry and Martial Arts: Sword Fighting are available. Perquisites are also geared towards the Fantasy genre with Contacts adjusted for Nobles, Fringe Benefits for Lordship and Military Rank and Guilds among the choices. Talents too, have the fantasy blend to them with many of the familiar talents given fantasy elements. Powers make the biggest change. Many of what would be considered a 'super' power is now attributed to a magical source, inherent or gifted in some way. This is also applied to Power Advantages and Limitations like Area Effect and Activations. Disadvantages also take a different tact like Curses and Religious Vows added to the other familiar ones like Hunted and Dependence. Fantasy Equipment fills the remainder of the chapter.
Combat and Adventuring is the emphasis of chapter three. Most of the rules for a Hero System combat continue to apply but some new maneuvers like Set vs Charge, Shield Wall and Unhorse are given. Fantasy elements like Twisting the Blade and Mystery Damage is presented as optional rules. A good-sized list of Fantasy weapons is listed here also. Sidebar explanations accompany the weapons partially explaining the logic behind some of the stats like one for Bows Vs Crossbows. Gunpowder and Poisons are also given here. A lengthy description of how to make magic weapons is presented too. A section on fighting methods is given in here, as an experienced fighter in medieval combat, both armored (foot and horsed) and fencing. I found this mildly amusing but it works for the average gamer with no experience at manipulating a sword in battle. Armor is given the same treatment in the next section. Several nice charts on armor weight are very useful. Stepping into a void that has still yet to be filled in a Wizards of the Coast product, Fantasy Hero contains Mass Combat Rules right in their Initial product. Tables are provided for variables like Morale and Battle-readiness of troops, Unit Skills and powers and Leadership are well described and applied here. Sieges, Siege Engines and Fortifications are handled here as well
Chapter four consists of Magic. Magic is defined for the Hero System, where it originates as a natural resource, its commonality and power levels are all covered in this section. The differences between Arcane and Divine magic are not any different then they are in any other game system. Many different schools of magic are given here. Twenty schools in all, with the common Enchantment, Conjuration and Necromancy schools along with Naming, Runic and Witchcraft joining the list. Rules for gaining and learning magic follow in the next sub section. Societal rules for magic use are discussed as well, the perception of the common man and the effects on society come next. Next comes the actual mechanics for using the spells. Procedures like Focus, Gestures, Incantations and Concentration are discussed as well as casting times and spell duration. Sample Magic systems such as Arcane, Divine, Eldritch and Runic are shown each of these sample kit show spells and rules to access and advance in rank or level with in this particular system. Magic items come next with rules to use and make these items among the presented topics. Rings, Scrolls, Wands & Staves, Weapons and Miscellaneous items are all described. However there is not a comprehensive list of either spells or items here. This was saved for future release.
Fantasy Worlds and Races in chapter five consists on how to construct a world and make it appear to function with some of the same natural characteristics we are familiar with. A more in depth look at fantasy demographics is given then I have seen before. Two or three d20 books would have to be purchased here to acquire some of the information that is covered here. Fantasy races, racial arch-types and diversity are all discussed. This expands to Fantasy Civilizations, the culture, cosmology, history, familial and social mores, politics and religion and ethics are among the many facets of importance.
Chapter six is the Gamemastering section. Campaign advice on character issues, campaign tone and themes are among the offered subjects. The sub-genres of chapter one are revisited from a GM's perspective. Campaign subjects like Caravan Life, Cloak & Dagger and Court Politics are given also. Structuring the game and applying the rules is well covered in the next section. The Fantasy environment is also discussed, with hazards like quicksand or lava and necessities like water and light, traps and the inner environment concerns like doors and walls are filled out. How to construct and use Villains and NPCs, monsters and NPC arch-types are used here.
Drudaryon's Legion is presented in chapter seven. This is a sample of several characters in a company and some villains are presented to oppose them. Her you can find the application of the spell creation rules from chapter four to assist your players in constructing spells for themselves. An incredibly comprehensive bibliography ends the book, this list reads much like my own personal library and includes non-fiction books and movies.
Critical Hit
Fantasy Herois a cut above the standard non-D&D game system. Owing to the long experience of the Hero System, there is a wealth of useful advice to the new player or GM. There are topics discussed here that I have not seen in many other products that are staples or essential topics that exist on the fringes of many systems. While I wasn't impressed with the weapon use section (owing to my own experiences) no other company has ever attempted to explain the proper use or styles of medieval combat in this way before. The genre discussion is also a great introduction to the reader of such books wanting to cross over into gaming.
Critical Fumble
I think more detail to the spells and magic items is required here. This is the same criticism I had of the Hero System book. The tools were given but little by way of sample application for ease of use. I know the Fantasy Hero Grimoire is already on the market but more assistance to novice players or GMs is required in this entry-level volume.
Coup de Grace
On it's own, this is a great book, hitting on topics not covered in the standard of the fantasy game market, Fantasy Hero is a good resource for even players of D&D or D20 products. Gamers who love both the D&D and Hero Systems will have a great time with this. The Hero Systemwas the precursor of the D20 System with the idea of shared rules covering different genres like Fantasy, Super Heroics or Science Fiction and the quality of this product more than sets the bar for both D&D and Fudge systems.
The Critic's Rating:
Game Mechanics Rating: 14 (93%)
OGL Open Content Rating: N/A
Originality Rating: 21 (91%)
Playability Rating: 20 (90%)
Presentation Rating: 29 (90%)
Value Rating: 16 (75%)
Reviewer Opinion: 9 (90%)
Overall Total (Does not include OGL Rating): 109
Final Grade: B+