deel
Red Shirt
Head of Gaming
Posts: 11
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Post by deel on Apr 22, 2006 6:13:58 GMT -5
I'm getting a yen for a superhero RPG. Anybody got any recommendations? I'm thinking Mutants and Masterminds based on the mass of positive reviews alone; it'd make an interesting companion to the pile of Villains and Vigilantes at the bottom of my game closet.
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loki
Red Shirt
He will be missed.
Kitty!
Posts: 19
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Post by loki on Apr 22, 2006 13:05:33 GMT -5
Exalted.
Oh wait, that's my answer for everything... but if you're going for superheroes in a medieval-esque setting, then Exalted is totally awesome.
Of course, I've also heard that Abberant was fun...
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James
Face Hugger
This new ring kinda itches.
Posts: 52
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Post by James on Apr 23, 2006 16:42:30 GMT -5
Mutants and Masterminds would be the simpliest system to use (at least for our group). Based on D20 it uses a combination of feats, which are individual superpowers, and skills, the numerical value representing how powerful the super is. The only problem is I do not anyone who has the books, so cost is a problem. Godsend Agenda is a rather fast and loss system (I actually own the previous edition, which is paperback) based on a 2d6 system. The upside is it is VERY easy to build a super bc the whole system is linear - power + ability + skill (for aim) + 2d6 = success/failure. The downside is it can be stupidly easy to build a character that is unstoppable (for fun we built Superboy as a starting char...successfully) At one point Antonio and I discussed using Cyberpunk as a Super system, "cyberparts" serving as guidelines for individual Superpowers (Flight, superspeed, etc.) It would be very icky (mechanics wise) but possible. BESM is a possiblity if you want to play more of a Teen Titans game and not a JLA game. Had bad experiences with Marvel SuperHeros RPG, DC Unlimited RPG, and Hero System. Wouldn't recommend them based on limited power accessiblity and wanky mechanics.
In conclusion, please, at least read Godsend Agenda. Being able to build a char in ten minutes sounds bad, but, the system works.
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James
Face Hugger
This new ring kinda itches.
Posts: 52
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Post by James on Apr 24, 2006 17:15:37 GMT -5
This may be better for a topic in and of itself (in which case, Don, Cut and paste away Mr. Mod.) but as it pertains to Superhero games, seemed relevant enough to include. I love comic books and used to hang with other gamers who did too. As a result, we used to role play superhero games almost 90% of the time. First time I joined them I was handed the rules. A set of guidelines for building superheroes, they were sappy but sensible...and in the long run invaluable. - "There is no I in TEAM". There is an M-E and T&A, but no I. When first building a concept, keep the team in the back of your head. While team members may not get along (Wolverine and Cyclops) they work together because to be a team is to have a mutual purpose, even if they vary in the best course of action to reach their goals. The team is also there to back you up, because even Superman has his kryptonite. Think of what everyone is playing (call them or contact them if need be) and try to build something that fills areas where they lack. - "Don't sh*t in other people's cheerios". If someone is building Superman, don't build Supergirl. If someone is building Batman, don't build Punisher. The first reason is it pisses the other player off because you 'stole' their idea. Secondly, it makes the GM angry because now they have to build a large percentage of the game around the exact same char. In most comic series you get very similar chars (Martian Man Hunter, Superman, Wonderwoman, Green Lantern) because they can have similar chars working together. In a typical gaming group you only have four players running four chars and not ten or more as is the case in most comic series. Besides, no one likes sh*t in their cheerios. - "Powers should be unique." More of an addendum to the above, I have found it necessary to make it two rules. Simply put, no one likes playing with Superman. Try not to build someone who is a swiss army knife, because, strange thing about chars who can do EVERYTHING. They often have to. While your stopping the Killer Robot with your heat vision, freezing the run-away train with your cold breathe, and holding up the falling building with your super strength, the other PCs are left going WTF. This makes the GM have to work twice as hard to challenge your PC while the other PCs are bored because your talking on everything alone. (This is also why Superman has five different comics and Spiderman has four plus a daily comic strip) Try to find one power you really want and concentrate on it, or model your char after a one trick pony. This also makes the above guideline much easier to follow. - "And on the Seventh Day, God rested" Try to think what your char does on his day/ hour/ minutes off. The Flash is a perfect example because in the comic they can't show him eating, but think about all the carbs he burns on a daily basis. Bruce Wayne has to go on dates regularly, and as often happens, must hide his alter egos bruises because women get curious how a billionaire gets a nine inch deep knife wound on this inner thigh. Another question is sexual preference, just because your the strongest person in the world doesn't mean you have to swing for a particular team. This can also lead to team dynamics (Cyclops-Wolverine-Jean Grey) which can be fun to act out. - "All for one. One for all." Build the team as a team. If at all possible get everyone, including GM, in one room and assign archetypes and flesh out backgrounds. This lets the GM get story ideas and PCs create continuity. All the previous guidelines then just fall in place. - "We got issues to sell" Try to think of the game as a series of comic book issues. If it isn't fun, no one will buy it and your not going to make it the end of the first print year, let alone your 100th issue. Make powers dynamic and cool. As fun as it sounds to play Capt. Spunk, the superhero who makes ppl unable to do anything but...well...He wouldn't be a main stream comic, he would be a ten issue special in the back of a porn mag. Instead, build an empath who can re-program ppl on a large scale as he sees fits, with the occasional use of his "specialty".
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