From: tdunn@ecst.csuchico.edu (Tim Dunn)
Subject: Streamlining Hero (was Re: marvel)
Summary: Yes, Virginia, it *can* be done.
Organization: California State University, Chico
Date: Sat, 29 Aug 1992 09:09:39 GMT

Laura Mollett writes:
>I'm a beginning Hero GM (we're playing FH) and I can't seem to figure
>out exactly how to speed combat up without losing anything.  I'd really
>appreciate the info if ya don't mind.

A few simple rules:

1) Don't merely be the referee, be the Gamemaster. Your word is law, and
   do not encourage debate at the table. Allow (encourage) creative actions,
   but do not allow players to question or discuss your decisions.
   a) Corollary: You must be consistent with both the established rules
      and any house rules you've set before.
   b) Corollary: You should decide effects in a way so as not to penalize
      the players for being creative. If anything, err on the side of the
      PC's. After all, they are the heros.

2) Know the rules. You need not memorize them, but you need to know what
   is in and what is not in the book. Fortunately, Hero doesn't have much
   that is absolutely needed aside from the rulesbook (though FH's source-
   book is thick, it is all guide.)
   a) Corollary: The rules *are* consistent to a large degree (detractors
      mutterings to the contrary) and you will see that most of the time
      you can make up rules that are very close to what the book allows.
   b) Corollary: The rules are also *thick.* Don't page through the rules
      unless it is a matter of PC death or otherwise extreme (climax of 
      a campaign, etc.) Keep things flowing.

3) Know the characters. You *should* memorize them. Not only will this help
   your plotting for them (I can hear the players cheering already) but it
   will also allow you to decide if an action is allowed/attempted/success-
   ful based on the character's conception.
   a) Corollary: Try to be there for character creation. This will also cut
      down on the instances where the character is created, then has to be
      retrofitted into the campaign to fit. This is the best time to learn
      the PC, to be there at the time of creation.
   b) Corollary: When in doubt, question the action based on the character
      conception (make sure you know the conception properly) and decide
      based on the conception, rules be damned.

4) Be organized. The photocopier is your friend. Graph paper is your savior.
   Take down speed charts for everyone, so you can announce segments and 
   call out actions. Have a special d12 out to mark the passing segments.
   Have copies of everyone's sheets, and especially the mage's spell sheet.
   Have your NPCs prepared ahead of time, or sketch them out on the spot,
   but don't worry about points. The system *is* slow, and speed is of the
   essence.

5) Keep things short. NPCs go down to stay when they lose all Stun. They
   go into shock, run around with blood spurting from limbs, etc when they
   take their Body in a single attack, before or after hit locations.
   You can even rate minor NPCs in 'attacks' that they can take before 
   going away.

6) If your willing to lose things (your header indicated that you weren't)
   a) The hit location chart and the system in general allows for a Conan-
      esque "I've waded through a hundred plebes, and I'm going to wade
      through a hundred more" style high fantasy. I've found increasing the
      damage modifiers on the hit location chart better simulates whatever
      'reality' means. I use it to mean whatever the source material I'm 
      working from indicates.
   b) The Speed chart is nice and all, but you can condense it down to a
      4 SPD being max (or 6) with a minimum of work. It will still allow 
      the same ordering, but it will be a lot simplier to work with. Just
      make each impulse 2 or 3 seconds instead of one. Better yet, you can
      probably do most combats with only a minimum one, one that you can 
      keep at hand and nearly memorize.
   c) You can reveal the NPC's DCV's (and ECV if applicible) for the public
      record. When the time comes for a player to act, the player should have
      already figured the to-hit number. If not, the character holds until 
      the player is ready.
   d) Lose the map. Just assume that a normal moving character will move
      a few meters (about 6) in a half-action. Keep track of who is how far
      from whom, and narrate to the players what they see, aided by a sketch
      map (not drawn to scale, nor intricately detailed.) It should look like
      a football strategy session when it's done.

Hope these help!

-- 
"A witty saying proves nothing."
		-- Voltaire