Complications and the Hero System
I think ever since the Hero System was created, way back
when it was just Champions, people have complained about
Disadvantages/Complications. The reasons vary from too much extra work; a
hassle or even the ol’ “I have to take disadvantages”. I’ve heard GMs complain
as well about them getting in the way or not needed in the game and so on.
So here is my two cents about Disadvantages/Complications,
here on called Complications.
I’ve been lucky in the fact that most of the players I gamed
with had the same opinion about Complications that I do. To me, they were a way
of further fleshing out a new character. It gives you an opportunity to explain
quirks, weaknesses and even a look into the characters background. For instance:
Hydro is a hero I’ve used as a PC and a NPC from my
introduction to the Hero System and he has changed though the various editions
of Champions of course. Hydro is a mutant with the ability to manipulate,
create and control water. Through the years he had become quite a thorn in the
side of VIPER and had proven a tough opponent for them. He didn’t like killing
or those that recklessly do it. Being a mutant he fought often with the
anti-mutant group of the campaign, The Knights Of Purity.
His Complication was based on his origin and the game play.
Both VIPER and The Knights hunted him, about an 11-less chance as he had upset
both groups. He has the Pysch. Limit: Dislikes Killing, has a Secret Identity
and he had a Reputation as a tough opponent. All these not only took care of
the needed points in Complications but it explained aspects of the character as
well
Another example would be a thief in Fantasy Hero. Even
without going into a back-story several Complications fit the character without
any real work at all. Most thieves are greedy and some tend to be distrustful
of others. Being a thief you are watched when you go into any town that has a
thieves guild. No there is no sign on the character, however, the guild always
stations individuals around the town to insure that thieves from other guilds
or towns pay a “tax” on their ill-gotten gains. If you steal in our town you
owe us a fee, just the way it works or can work depending on the GM.
So this means with no back-story a thief character could
have Psych. Limit. Greedy, Psych.Limit Distrustful Of Others, Hunted (Watched)
By Local Thieves Guild. Other Complications, if needed, could derive from the
characters back-story, race and so on.
If as a player you view Complications as a tool the process
of using them in character creation becomes far easier and less of a hassle.
This makes the process of character creation easier and less of a necessary
burden as I’ve heard it referred to.
For GMS sometimes the problem is how the character’s
Complication affects the game. One complaint I’ve heard multiple times is, “So
and so keeps showing up because the hero is hunted on 14-less”. Well there are
two ways that a GM can approach this dilemma, First simply ignore the roll if
it gets in the way.
The neat thing about being the GM is if you want to ignore
something because it is going to cause a problem in the adventure you can. Why?
Because you’re the GM and the players don’t actually know what you rolled or
even why you rolled a dice. So if VIPER showing up every other adventure is a
problem then simply ignore the roll.
Another option is use it to “adjust” the way players
approach Complications. If VIPER is hunting someone then there is a reason and
a Complication is just that. It is something that makes the characters life a
little harder. So, if VIPER keeps showing up then life is hard and they need to
do something about it.
In game terms, they need to do something to discourage VIPER
from sending personal after them all the time. Answers well they could offer a
payoff or continue to hospitalize their personal being sent after them, both
can work. Now a hero giving bad guys money is not a good thing so that leaves
beating up their people, a lot. If it is expensive to hunt you they may start
deciding that there is better things to do. Of course they could send even
more, but for this discussion let’s say they decide to send less often. In
other words, players can use experience to buy down the hunted.
So how does a GM convince the player that this is a good
idea? Simple, when the roll says they show up then have them show up. Not as
part of the adventure but as a add-on to the adventure. However, have them show
up at a very bad time and not integrated into the story. You design that
adventure without regards as to any hunted showing up at all, and I do mean at
all.
When the game session starts and you make your rolls to see
if any hunted if to show have them show at the worst possible time the
character would want. Right after or even during a big fight with other
multiple assailants. The characters already have enough to deal with if a
hunted keep showing up then it is going to be maybe too much for a character to
handle.
Another good time for the hunted to show up is right at the
end of the adventure. The players just stop the damn from blowing up. They are
licking their wounds and getting ready to head home an then, BAM. More bad guys
show up for the weakened heroes to deal with. If this happens multiple times
then the players will need to do something to stop it from happening.
You could of course just say, no more than 11-less, but this
way shows them why it’s a really good idea to keep it low. Other Complication
can be addressed the same way as well. If one Complication keeps showing up to
often then you can show the downside depending on the Complication. If a
character has the reputation as a great fighter, individuals may want to test
the reputation. Again, if a fight keeps breaking out at a bad time then
something may need to be done.
Here is another example that I had and what I did to try and
curb it or at least see what would happen if the Complication became a bigger
problem. In my hometown of Wichita at
the time there was a gaming group that would meet on the weekends. We would
meet above a mortuary, not making this up, to play various war games, board
games and role-playing games.
Unfortunately most
of the players, no matter what game they decided to play, would be considered
power gamers. All their characters it seemed were designed completely around
maximizing points and power levels, not about concept.
It seemed that most,
if not all, the character of some of the players would take the
Complication: “Won’t fight or Harm a
Woman”. While there is nothing wrong with the concept or the Complication
itself, they seem to view it as free points. They figured, perhaps accurately,
most villains are male and even if a female villain appears then the other
heroes could deal with her.
I started to think
about this and realized to a certain extent they were correct. If you look at
most comics out there or superhero RPG supplements, villain books and so on
you’ll find that most villains or heroes are in fact mostly male. I still had a
problem with the reason they were taking the disadvantage/complication. If it
fit the concept of their character would have been one thing. However, they
were taking it because they simply felt they were free points and this bothered
me a bit.
So I decided to see what would happen if the heroes showed
up to stop a robbery and all the villains were female. Needless to say the
players were shocked to say the least. Long story short, some players didn’t
play with our group again and others not only did but also seemed to enjoy
changing the way that we were designing characters. In the end our group
enlarged and I had a new villain group. Though it was suppose to be a one-time
thing it seemed the villains were a hit.
To me the bottom line is Complications are what you make of
them. If you approach them as a hassle or a pain then they will be. If you
approach them as a tool of character creation and even a tool for GMs then they
will be that too. It’s all up you, they will be what you choose to make of
them.
Hope something here helps, happy gaming
If you are interested in Hydro or the Knights of Purity you
can find them in my S.I.D.s Report product line that you can find here:
The all female villain group, The Sisterhood, will be in a
future installment of my Villainy Codex line of products that can be found
here: