Redesigning Heroes.

Man, I've got a lot of side projects lately. What with looking into the startup of a fledgling forum endeavor for local college stuff and the one I'm about to go on about, and getting ideas for a paper I need to do soon—and playing Fire Emblem SHADDUP—interesting title, that—I haven't given myself much time to write.

Anyway. Current project is a total revamp of the Hero Quest system I talked about earlier in the year. With one of the main problems gone (dude who basically took ownership of a game that wasn't his, made up rules for himself that were fine but couldn't abide by anyone else's, and generally was a tad off-kilter about the whole gaming spirit concept), my friends and I have basically decided to try and make the game fun again, along with a fair amount of making some more sense of it.

I have to take some blame for that last bit. I like sense. It makes sense to make sense.

And we're revamping everything. We've kind of delegated different areas of function: one guy has the spell/creature section, another has the combat/quest system, I've got the characters/armory. We talk about specifics about every odd day or so, when we can tear our focus away from LEGO Star Wars, and it's then we swap new information around for review and idea-sounding.

Here, lemme just run through the class list real quick. (Desc. were written by me because . . . I don't know why. I guess I like the format.)