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Conference with Steve Peterson on GEnie. (Discussing Champions the computer game and pencil and paper game)

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May 4, 1992, 8:10:33 AM5/4/92
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Hi there. A lots of weeks ago, Steve Petersen of Hero Games appeared on
GEnie to answer questions and chat with whoever was there. I have recently
had reason to suspect my fpost of this article many weeks ago didn't make
it out, so I'm reposting it. Sorry for the interruption.

Subjects included the Champions computer game for the most part, and some
rules questions for the pencil and paper version as well.

GEnie's copyright prevents me from posting the session in its entirety,
but they said I could summarize. Instead of just writing a paragraph or
two, I'm clipping some of the more interesting sentences in groups, while
leaving out enough to convince you that only GEnie subscribers normally get
to see such conferences and that you should subscribe too.

I'm not going to plug their services more than to say that with all the
companies and creators of things online, it's worth checking out. I'm sure
you can find an ad for them somewhere. This posting is not an ad, just a
suggestion that all things come to those who pay the bucks.... :-)

Okay, plug is now over. If GEnie yelps about this posting, I'm gonna nuke
their headquarters with anti-matter...

I wasn't around for the conference myself, this is just an edited version
of the archived conference online, so enjoy....

<[Mulborth] G.HOYLE> What's cookin', Steve?
<[Steve P.] HERO.GAMES> Well, I'm working away on the computer game.
<T.GLASCO> how are things going with the game?
<[Mulborth] G.HOYLE> What was the most challenging part of adapting the
Hero System to a computer?
<[Steve P.] HERO.GAMES> Well, let me start by introducing myself for the
benefit of those who may not know who I am.
<[Steve P.] HERO.GAMES> I'm Steve Peterson, co-founder of Hero Games
(with George Mac Donald) and co-author of Champions, Fantasy Hero, etc.
<[Steve P.] HERO.GAMES> More recently, I co-founded Hero Software, which is
now working on the Champions computer game.
<[Steve P.] HERO.GAMES> So I can discuss questions about the products for the
paper game or the computer game.
<[Steve P.] HERO.GAMES> Now, Mulborth, what was that question?
<[Mulborth] G.HOYLE> Most challenging part about adapting the game to computer.
<[Steve P.] HERO.GAMES> Hmmm...
<[Steve P.] HERO.GAMES> ...the most difficult thing was creating a computerized GM, as it were.
<[Mulborth] G.HOYLE> In what way?
<[Steve P.] HERO.GAMES> You see, paper games rely on the computer between your
ears to create and direct stories.
<[Steve P.] HERO.GAMES> The paper games have systems for creating characters
and conducting combat, but few systems for directing adventures.
<[Steve P.] HERO.GAMES> So I had to figure out how to have a computer create
the feel of a Champions paper game experience.
<[Mulborth] G.HOYLE> What was the hardest part about adapting the character
generation system?
<[Steve P.] HERO.GAMES> As a consequence, the computer version of Champions is
very different from any other computer "roleplaying game."
<[Steve P.] HERO.GAMES> We didn't really have to adapt the character generation
system; we moved THAT over wholesale.
<[Steve P.] HERO.GAMES> But it's been a very difficult programming job.
<[phaze] T.GLASCO> I am sure you have been asked several times, but when does
it look like the computer game will be released?
<[Steve P.] HERO.GAMES> We implemented COMPLETE Hero system character
generation, even though the computer game doesn't allow you to use all the
powers in the Hero System (like any good GM!).
<[Steve P.] HERO.GAMES> The release date for software is always rather fuzzy
until you've sent it to the duplicators. Let's just say we're shooting for
June, but it may well be July.
<[Mulborth] G.HOYLE> Were any powers more difficult to adapt than others? Was
it difficult to adapt the frameworks?
<[Steve P.] HERO.GAMES> The interface for selecting power frameworks was
difficult to create. We don't allow you to use power pools in the game (tho
you can create a character with them), simply because of the interface problem.
<[Steve P.] HERO.GAMES> I have figured out how to implement EVERY power, skill
and talent in the computer game, but not all are implemented in this version.
Mostly because of time and space considerations.
<[Jerry]J.IRVING3>How many heros in an adventuring party does the game support?
<[Steve P.] HERO.GAMES> The computer game is solo; one hero (male or female)
only.
<[Mulborth] G.HOYLE> When you come up with an idea for a scenario (either
paper or computer), how do you develop it into a full scenario?
<[Steve P.] HERO.GAMES> Multiplayer Champions is left for the next version of
the game... it involves a number of difficult interface and design issues.
All soluble, but time-consuming.
<[phaze] T.GLASCO> No computer run NPCs to help you?
<[Steve P.] HERO.GAMES> Well, let's see.
<[Steve P.] HERO.GAMES> For the computer game, I come up with the story ideas
in some notes...
<[Steve P.] HERO.GAMES> ...then I put down the story in a flow chart, using a
program on the Macintosh.
<[Steve P.] HERO.GAMES> I then write the script to correspond to the flowchart;
at this stage, I often change the flow chart to match the evolving story.
<[Steve P.] HERO.GAMES> BTW, there are PLENTY of NPCs in the computer game,
many who will help and many who will be in the way. You do have to figure out
which is which...

>>> Okay, now's the time to delete more text and start looking for some more
interesting sections. The above should whet your appetite a bit on the computer
game.

<[Steve P.] HERO.GAMES> I'd especially like to get the real origin story of
Mechanon out there.

>>> skimming again....

<[Jerry] J.IRVING3> Have you considered mulitplayer Champions using multiple
computers? via modem or network?
<[Steve P.] HERO.GAMES> Jerry, that will certainly be one of the features of
the computer game. I'd also like to see a multiplayer Champions on a network
somewhere...
<[Jerry] J.IRVING3> Maybe multiplayer Champions on Genie....
<[Steve P.] HERO.GAMES> (Jerry, I meant the SECOND edition of the computer
game, of course!)
<[Jerry] J.IRVING3> Of course

>>>skipping more text and stopping in rules questions on the paper game...

<[phaze] T.GLASCO> A question regarding the paper game, How does Damage
Reduction interact with the Find Weakness skill or with powers that have
Armor-Piercing?
<[Steve P.] HERO.GAMES> Phaze, I'm not sure what you mean.
<[phaze] T.GLASCO> Well what I mean is what effect do those power have on
Damage Reduction?
<[Steve P.] HERO.GAMES> Phaze, they have no effect; all of those powers
operate independently.

>>> skipping again...

<E.COOLEY> Do you plan to offer the character generator as a separate product?
<[Steve P.] HERO.GAMES> Earl, we have talked about that, and we may do so in
the future.
<[Steve P.] HERO.GAMES> But not right away...
<[Kevin] CCG> Steve, is Hero Software publishing the game, or someone else?
<[Steve P.] HERO.GAMES> Hero Software is publishing Champions; it will be
distributed by Konami. (Often, magazines confuse the distributors with the
publishers.)
<NOCTURNAL> I don't how this works, but will there be future scenarios that we
can play a villian, or can we only be heroes?
<[Mulborth] G.HOYLE> There was supposed to be an article on the game this month; what magazine is it in?
<[Steve P.] HERO.GAMES> I don't envision doing story disks where you can play
a villain. We've stayed away from that in the paper products, too. Ethical
considerations aside, it is FAR harder to play or GM a villain effectively,
and still get a good comic book flavor.
<[Steve P.] HERO.GAMES> Pick up the April issue of COMPUTER GAMING WORLD to
read a preview of Champions and see some screen shots.
<[Jerry] J.IRVING3> Does the computer game do things like take your FOCI? If
so, does it have a way to let you try to recover them?
<[Steve P.] HERO.GAMES> It's on your newstands now.
<[Mulborth] G.HOYLE> I don't think it's hit MY newstand yet, and I run a
bookstore!
<[Steve P.] HERO.GAMES> I don't have any stories really built around Focus
removal, though it can (and does) happen in combat.
<[Steve P.] HERO.GAMES> Mulborth, I saw it today in B. Dalton's and Software
Etc.
<[Steve P.] HERO.GAMES> When your Focus is removed, you can certainly recover
it, though the process may be difficult.

>>> Back to the paper game...

<[Mulborth] G.HOYLE> What new products are coming out?
<[Steve P.] HERO.GAMES> Cyber Hero and Normals Unbound are next in the
pipeline, along with Champions of the North (Canadian Champions). I'm not
sure of the order.
<[Mulborth] G.HOYLE> What's Normals Unbound?
<[Steve P.] HERO.GAMES> A book of NPCs
<[Jerry] J.IRVING3> Will the first scenario be one long story, or several
short adventures?

>>> And back to the computer game...

<[Steve P.] HERO.GAMES> The Champions computer game contains over a dozen
major stories, some with several parts to them. And then there's various
Disad-based stories and random encounters...
<[Jerry] J.IRVING3> Sounds great!
<[Steve P.] HERO.GAMES> Some of the stroies are interconnected to various
degrees. The major plotline is called Mechanon Unbound.
<[phaze] T.GLASCO> Is that where you tell the origin of Mechanon?
<[Steve P.] HERO.GAMES> Yes, we actually find out the REAL origin of Mechanon.
<[phaze] T.GLASCO> I bet Foxbat was involved <g>
<E.COOLEY> It sounds like the word "Unbound" is the most common one in Hero titles. <grin>

>>> Next issue of the adventurer's club...

<[Steve P.] HERO.GAMES> BTW, I can tell you that the next issue of the Adventurers Club will be out in June.

>>> A statement on other hero games on computer...

<[Steve P.] HERO.GAMES> We are planning a number of other computer games in
the future. Since we have a universal system (the first and best, but then
I'm a bit biased), we intend to do computer games in every genre possible.

>>> On things HERO has not done...

<[Mulborth] G.HOYLE> What HASN'T HERO done that you'd like to see done? This
is an open question
<[Steve P.] HERO.GAMES> Well, I'd like to redo Justice Inc. and figure out how
to make the concept sell.
<[Mulborth] G.HOYLE> I'm only vaguely familiar with Justice INC, what is it?
<[phaze] T.GLASCO> Perhaps if you did it more as a Golden age type of rules....
<E.COOLEY> If the Young Indiana Jones Chronicals succeeds, maybe the pulps
willbe popular again.
<[Steve P.] HERO.GAMES> JI is '30s pulp roleplaying... with some terrific
material by Aaron Allston and Mike Stackpole, and the best cover art we ever
did.
<[Mulborth] G.HOYLE> Well, maybe if you include some Indiana Jones type stuff,
s well as Cthulhu...

>>> Steve on favorite genres and rules again...

<[Steve P.] HERO.GAMES> One of my favorite eras for roleplaying is what I call
Guns, Gold & Glory...
<[Steve P.] HERO.GAMES> ...The period between 1840 and 1910, with the opening
of the frontiers, gold rushes, and of course the stories of Conan Doyle,
Verne, Wells, Haggard, Stoker, and the like.
<[Mulborth] G.HOYLE> Cool! Is anyone working on anything like that?
<[phaze] T.GLASCO> If a charcter with damage reduction is attacked with an AP
attack , what effect if any would the AP have on the Damage Reduction?
<[Steve P.] HERO.GAMES> No, but I'd sure like to someday...
<[Steve P.] HERO.GAMES> The AP would have no effect on Damage Reduction. The
character's defense would be halved, but the DR would operate as normal.
<[Steve P.] HERO.GAMES> For those of you who don't know, I'm lecturing next
month at the Computer Game Developer's Conference on Guerrila Marketing.
<[Steve P.] HERO.GAMES> Guerrilla marketing is a way of thinking about
marketing... how to get the most bang for your buck, get the most attention
for the least money.

>>> On Cyber Hero...

<[Allen] A.VARNEY> Is there word on when CYBER HERO will go to press, Steve?
<[Steve P.] HERO.GAMES> Allen, I'm not sure. It's in production now...

>>> On release date of the computer game...

<[Allen] A.VARNEY> So what is the current projected time-frame for the
computer game?
<[Steve P.] HERO.GAMES> We're looking at a summer release for the software...
earlier rather than later, but you know how software dates are.
<[A.T.R.A.] W.WALLACE9> on the game: is full pause now possible? i.e. the
villain stops attacking you?
<[Steve P.] HERO.GAMES> ATRA: ask again?
<[Allen] A.VARNEY> Can you pause the game, he asked.
<[A.T.R.A.] W.WALLACE9> when I was at DunDraCon, and saw the game, during
combat, while it would wait on your move, the villain would continue to attack.
<[Steve P.] HERO.GAMES> Yes, the computer game can be paused at any point.
<[Steve P.] HERO.GAMES> The villain only attacks as often as his or her SPD
dictates.
<[A.T.R.A.] W.WALLACE9> btw:will a wargamer interface be upcoming? the
stoplight makes it too-arcade or too-sierra-game-type.
<[Steve P.] HERO.GAMES> You'll be able to run combat either in phase-by-phase
mode (where the computer waits for you to complete your action) or in
real-time, where action is continuous.
<[Allen] A.VARNEY> Does play improve if you know the RPG's rules?
<[A.T.R.A.] W.WALLACE9> phase-by-phase! thank you! will the segment number be shown? and can we choose between recovery every segment and post-12?
<[Allen] A.VARNEY> Recovery every segment?
<[Steve P.] HERO.GAMES> ATRA, we won't be using post-segment 12 recoveries;
that's an artifact of the "paper" medium.
<[A.T.R.A.] W.WALLACE9> allen:yes. at dundracon, whoever was the rep there saidyour recovery is pro-rated for the real-time arcade play.
<[A.T.R.A.] W.WALLACE9> I don't suppose it could be put in as an option?
<[Steve P.] HERO.GAMES> ATRA, it could be, but I don't think we will.
<[A.T.R.A.] W.WALLACE9> too much trouble?
<[A.T.R.A.] W.WALLACE9> if it could be chosen at boot-up, it would just be
another "module"...
<[Allen] A.VARNEY> If you run the game in continuous mode, Steve, not
phase-by-phase, how is the computer figuring speed? Still using the
SpeedChart, but invisibly?
<[Steve P.] HERO.GAMES> That, and I think it plays better averaging the
recovery over the turn.
<[A.T.R.A.] W.WALLACE9> say, what's the ActPt limit and character point base?
Also, is there a maximum on total character points from disads?
<[A.T.R.A.] W.WALLACE9> we allow chars built on 220 to 280 instead of
~250 only....
<[Steve P.] HERO.GAMES> We haven't set the final point limits yet; that's one of the last things we do for play balance. But it'll be around 250.

>>> On stories and plots in the computer game...

<[Steve P.] HERO.GAMES> Allen, the Mechanon story is the most "major" story
included, and the end of that means you've finished. Although you can
continue to play random encounters, or try a different hero through the
stories and experience some of the branching plotlines you missed the first
time around.

>>> On errata in the hardcover...

<[A.T.R.A.] W.WALLACE9> so when do you think you can get the second printing
done?
<[Allen] A.VARNEY> The errata you're talking about have been incorporated into
the softcover Hero System Rulesbook.
<[A.T.R.A.] W.WALLACE9> so when will the HARDCOVER get reprinted?
<[Steve P.] HERO.GAMES> I don't know when a new edition of the rules might be
created... it's low on the priority list.
<[Steve P.] HERO.GAMES> The hardcover is being reprinted right now.
<[Allen] A.VARNEY> The hardcover is currently in at least its third printing.
You're asking when the errata will be corrected, and the answer is probably
never.
<[A.T.R.A.] W.WALLACE9> release date?
<[A.T.R.A.] W.WALLACE9> hold on: what's stopping the inclusion of errata?
<[Steve P.] HERO.GAMES> Now, the errata are incorporated in the latest
printing of the hardback.
<[Allen] A.VARNEY> Because there's nobody left at ICE who has the time or interest or money to do it.
<[A.T.R.A.] W.WALLACE9> cool. I'll have to watch for the printing......
<[Steve P.] HERO.GAMES> That's the fifth printing of the hardback, BTW.
<[Allen] A.VARNEY> How will we be able to recognize the corrected hardcover,
Steve?
<[A.T.R.A.] W.WALLACE9> so there'll be a copyright (C) 198?,198?,1989,1992 in
it then?
<[Steve P.] HERO.GAMES> Allen, there should be a notice on the title page, but
I'm not sure.

>>> On portability of the computer game...

<[Kevin] CCG> Steve, is Champions going to be available on the Mac? If so, didyou design on the IBM and port to the MAC or vice-versa?
<[Steve P.] HERO.GAMES> We would certainly like to do a Mac port and an Amiga
port, but of course that depends to a certain extent on sales (if the IBM
version doesn't sell, there's little point in porting it).
<[Steve P.] HERO.GAMES> A Mac port needs a total interface redesign.
<[A.T.R.A.] W.WALLACE9> btw: What will be the retail price for the game?
<[Steve P.] HERO.GAMES> Champions will retail for $59.95.
<[Kevin] CCG> I take it that means the IBM version does things like use both buttons on the mouse, etc?
<[A.T.R.A.] W.WALLACE9> $60? why?
<[Allen] A.VARNEY> What's unusual about a $60 price tag?
<[A.T.R.A.] W.WALLACE9> all amiga games are $40 or thereabouts.....
<[Steve P.] HERO.GAMES> Kevin, that's right. More than that, though, the Mac
user expects certain things from the interface which the IBM user doesn't.
Also, the game would be in 640 x 480 resolution rather than 320 x 200, which
means some major advantages.
<[Steve P.] HERO.GAMES> ATRA, the street price will be around $45. There are
plenty of Amiga games priced at $49.95 and $59.95.
<[Kevin] CCG> Ah, that's right: you get 256 colors to play with in 640x480.
Lots of redone artwork (expensive no doubt)
<[A.T.R.A.] W.WALLACE9> steve: if the mac version would be in 640 x 480, will
the amiga version have that resolution? And will it be HARD DRIVE installable
on the amiga?
<[Mulborth] G.HOYLE> AND this one's a Character Generator/Game!
<[Steve P.] HERO.GAMES> Actually, given the price of many of the latest games,it wouldn't have been out of line to go to $69.95.

>>> A note on what the amiga version will have if all of the IBM people buy
>>> this game as SOON as it comes out! Sales are important, y'know...

<[Steve P.] HERO.GAMES> ATRA: the Amiga version would be 320 x200, and it
CERTAINLY will be hard drive installable, recognize and use extra RAM and
multiple floppy drives.
<[A.T.R.A.] W.WALLACE9> Good. I and others are just a little bit sick of major
companies contracting some idiots to port it to the amiga, and seeing it
floppy-only with DISK copy protection.

>>> You heard it here first. If it sells well on the IBM, a GREAT Amiga
conversion will not be far behind...

<[Steve P.] HERO.GAMES> I intend to keep adding more GM assistance features to
future versions of the game.
<[A.T.R.A.] W.WALLACE9> ah yes! make sure to incorporate that article in dragon
magazine that used die rolls to determine the amount of property damages from
missed energy blasts.....
<[Steve P.] HERO.GAMES> And being able to design your cities and print them out
would be very cool.
<[A.T.R.A.] W.WALLACE9> it ranged from $100-$100,000 per stray blast.....
<[A.T.R.A.] W.WALLACE9> steve: simcity does all that. maybe you should just
include a note to buy simcity! ;)
<[Mulborth] G.HOYLE> But you can't play the Champs game on SimCity!
<[Steve P.] HERO.GAMES> I'd also like to add a combat helper program in the
future, for the paper game GM.
<[A.T.R.A.] W.WALLACE9> unless the city will be on a larger scale, with
streetlights visible and all......
<[Allen] A.VARNEY> Is there an actual city in the game, Steve, as opposed to a
generic background for the fight scenes?
<[Steve P.] HERO.GAMES> Well, it'd be nice to import the map and identify
places.
<[A.T.R.A.] W.WALLACE9> Ah yes: Metropolis appears!
<[Steve P.] HERO.GAMES> There is a city, Allen, but the exact distance between
most points isn't specified; it's not germane to the stories.
<R.LEYLAND> sure Steve, its a SMOP (small matter of Programming)
<[Steve P.] HERO.GAMES> Robert: :)
<[Mulborth] G.HOYLE> There're maps of Metropolis, Gotham City, et al, in the
ATLAS of the DC UNIVERSE.
<[Allen] A.VARNEY> I guess I'm asking, Can you move around in battle, fighting
over different scenery, and it scrolls behind you?
<[Mulborth] G.HOYLE> Guess which state Metropolis is in?
<[Allen] A.VARNEY> Delaware.
<[A.T.R.A.] W.WALLACE9> New York!
<[Mulborth] G.HOYLE> DELAWARE! Allen Varney wins!
<R.LEYLAND> Minnesota!
<[Mulborth] G.HOYLE> Nope, Delaware.
<[Allen] A.VARNEY> The real-life Metropolis is, of course, in Illinois.
<[Mulborth] G.HOYLE> There's a Daily Planet in Florida.
<[Allen] A.VARNEY> Well, I'll pass the word along about the game on Red
October, if you don't mind, Steve.
<R.LEYLAND> sheesh, geography, what'll they think of next!
<[Steve P.] HERO.GAMES> Allen: you can go from scene to scene. But if you move
too far apart from your opponent, the combat is over.
<[Steve P.] HERO.GAMES> Allen, that's the whole idea... got to get the word
out. I want the initial sales to be as high as possible...
<R.LEYLAND> Evan showed me the character generator last week, its getting
prettty extensive
<[phaze] T.GLASCO> Likewise I will probalby take it to HERO net on the WWIV
BBSes...
<[Steve P.] HERO.GAMES> The more we sell, the more follow-on products we'll be
able to do! And we'll be able to create new games faster...
<[Mulborth] G.HOYLE> And get more paychecks...
<[Steve P.] HERO.GAMES> And add all the features that people request. So tell
everybody to buy five copies. :)
<[Steve P.] HERO.GAMES> Mulborth: that too.

>>> Hopefully the above was a REALLY blatant plug for the computer game.

>>> Steve's opinion on powers...

<[Steve P.] HERO.GAMES> Autofire is a power that I don't like heroes to
have... it's best as an equalizer for agents.
<[Mulborth] G.HOYLE> What other powers work best for NPCs, Steve?
<[Steve P.] HERO.GAMES> But to each his own.
<[A.T.R.A.] W.WALLACE9> steve: agreed. Autofire should be for guns only, or
speedsters with 6d6 punches (no advantages)
<[Steve P.] HERO.GAMES> Well, things like Damage Reduction, Penetrating... most
powers with a stop sign are best used in villains rather than player
chartacters.
<[Mulborth] G.HOYLE> Yeah, I have a speedster named Marathon who does the
autopunch thing.
<[A.T.R.A.] W.WALLACE9> although I do have a character with Universal
Translator.... (my namesake right now)
<[A.T.R.A.] W.WALLACE9> U.T. had a stopsign, as I recall....
<[A.T.R.A.] W.WALLACE9> strangely, I've never gotten to make my skill roll for
it to this day. (the character is a couple years old.) oh well. 30pts and a 18-
roll in the closet.........
<[Steve P.] HERO.GAMES> Well, if there are no more burning questions, I need to
get back to work and make sure this game ships...
<[Mulborth] G.HOYLE> Ok, don't let us keep you.
<[Mulborth] G.HOYLE> It's been great chatting!
<[Mulborth] G.HOYLE> Thanks, and see ya on the boards...
<[A.T.R.A.] W.WALLACE9> yup. say: are you the only one in hero.games, or do
others log on?
<[Steve P.] HERO.GAMES> Thanks for your interest!
<[Mulborth] G.HOYLE> "Be a Hero!"
<[Steve P.] HERO.GAMES> I'm the only Hero in hero.games. Bruce Harlick, new AC
editor, can be reached at b.harlick2.
<[Steve P.] HERO.GAMES> Be a Hero!
<[A.T.R.A.] W.WALLACE9> cool. be a hero? nah. Squash villains!
<[Steve P.] HERO.GAMES> Good night, all.
<[A.T.R.A.] W.WALLACE9> night.
<[Mulborth] G.HOYLE> bye
<[A.T.R.A.] W.WALLACE9> seeya mul.

>>> And so the conference ended. Hopefully I edited it heavily enough while
>>> leaving in enough tidbits to strike a good balance.
>>> So to summarize, we know the following on the computer game:

1) It is NOT a sloppy effort.
2) It is ALSO a fully-working character generator with print capabilities
3) If IBM sales go well, Mac and Amiga ports WILL be made. ALL versions will
be HD-installable, and user-friendly.
4) It's due in summer, about june or july...
5) Computer Gaming World's April issue has some screen shots of the game...
6) Everyone's going to buy it, right?

>>> Some of the above may or may not be in the text of the conference above.
>>> I clipped a lot, and all of the points numbered 1-6 above ARE true,
>>> but number 6 will take a lot of effort and money from everyone.
>>> The character generator IS more than a spreadsheet. There was talk of
>>> importing gif or some other format for those who have designed pix for
>>> their favorite character, and being able to print such pix. Theoretically,
>>> we could see people at cons with IBM laptops, Colorprinters, and a sign
>>> saying $x.00 for a color printout of YOUR hero.
>>> Or, you've forgotten your character folder, but not your disk, and need
>>> a printout of your character ASAP. One minute at the computer person's
>>> printer and BOOM! Instant char-sheet.

>>> Anyways, that's it. Hope you enjoyed the posting!


--
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