Inside
Herosphere
by
Dave Feldman
The Champions
It all started
with the Hero fans.
About twenty years ago I was introduced to Champions, the Super Roleplaying
Game. I immediately took a liking to it and haven't been the same since. I've
played several other RPGs (role playing games) throughout my life, but nothing
came close in style and versatility.
When Champions expanded to Hero System and proved it could handle every other
genre out there, I knew it would take little effort to shore up an endless interest
from my friends. I was mostly right. Once someone could take the time to learn
the basics of the system, they were hooked. But many were too impatient to work
with Hero's advanced mechanics. "It takes too long to make characters and
play them in battle."
Our main circle of friends continued using it endlessly. And in time we discovered
how fun it was to simply play out battles with no GM as well. We would set up
a map, create our characters, and spend the rest of the evening in a big battle
royale. Eventually we found ourselves constantly deciding weekly on traditional
campaigning or strategy gaming. The possibilities were endless.
New Beginnings
Last year I left my CTO position at a multimedia firm and began my own, DexCard,
Inc. DexCard has focused the majority of it's contracting in corporate presentations,
web sites, and CD ROM design. While we've created and developed at least a dozen
games in our "fun time," we've never produced one professionally.
After 9/11, our primary client had to do some regrouping and delayed many of
it's current projects. This gave us some time to test market a few ideas of
ours and spend a little of our reserve for pet projects. While backing up a
bunch of old programs I came across BattleChampions, an old game I had made
about nine years ago based on the Hero System. It's language was obsolete, but
it's program logic wasn't.
I found herogames.com last fall and discovered the Hero System future was uncertain.
I wrote an email to the owners and explained we were interested in discussing
a possible contract to develop Hero System software. There was no reply.
Things would likely have ended there if it wasn't for the forums. There I found
a legion of intelligent, creative fans discussing everything Hero. But the most
astonishing thing was their sense of community and loyalty. Even after a number
of setbacks with the long awaited Fifth Edition of Hero System, their support
for the system was unwavering and unconditional. Had I not been hooked on a
couple of threads at that time, I would have missed the big announcement in
December that Hero had been bought by a new group of enthusiastic investors.
Enter Steve Long
One of the new principle owners happened to be the writer for the Fifth Edition
as well, Steve Long. He seemed very energetic, imaginative, and determined.
I figured it would be worth sending an email his way to propose the same offer
of software development.
Steve wrote back in interest but wanted to see what we could do. After a couple
more exchanges I was completely confident he took his commitments seriously
and would be worth putting together a demo for. DexCard went to work creating
the source code that would later become Herosphere.
After demonstrating our work to Steve and his colleagues, we were ready to negotiate
a contract. The catch was that DexCard would have to find it's own operating
costs and finance the first version of Herosphere. We considered how much work
would go into developing the Hero System entirely and what it's projected hours
came to. As anyone who understands the system would know, the task would be
extremely daunting. So we agreed on developing a "Basic Combat Edition"
for the first version. This would also give us the opportunity to put out a
computer game by this summer, rather than next year. Best of all, everyone who
would buy the first version, could upgrade to the next.
The Beginning of Herosphere
We put together a project plan that included a character creator and battle
management module. But soon enough it expanded to include a map creation, options,
and a "GM Mode" module. With this new plan there were endless possibilities
for both traditional play and GMless combat as well. There would be the long
list of maneuvers available, basic ranged attacks (energy blast and RKA) and
the ability to simulate just about anything else in GM Mode. We were confident
that Hero players who tried a completed demo would quickly understand it's value.
Like Hero Games, DexCard is a small team of dedicated professionals. Moreover,
we are all Hero fans ourselves and have talked often of producing Hero System
software. Now that we have the ball, we will complete our objectives and deliver
Herosphere: Basic Combat Edition by this summer.
How successful will this program be? To tell you the truth, we have no idea.
We've committed to the risk and believe strongly in it's potential. But in the
end, the answer lies with the same people who introduced me to this great RPG...
the Hero fans.