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Might be starting new SUPER game -- Question & Thoughts

Started by Lacrioxus, July 08, 2007, 04:51:47 AM

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Lacrioxus

Ok folks I might be starting a new Supers game soon. Right now we are playing GURPS 3e. A Gurps game that has basicly become a Supers game over time. And I grow bored with it for several reasons.
#1 - I need to switch systems for awhile once in awhile.
#2 - I've grown bored with the game we are playing due to the Players and there goals (which is nothing, no goals).


So I'm thinking of switch systems. Starting a new game, set on SUPERS in the first place.

M&M2e = I thought of using this at first. But I'm not sure.
HERO 5th = I have never run this myself. But I would like to try just get usuage out of it. If I can run a game that lasts 20-40 sessons I'd feel like I did not waste that money years ago when I bought it.
Aberrant = While I love it, it will not fit any of the ideas I have in mind.
GURPS 4e = Supers/Wild Cards = Just to try out the 4e rules in Action. I have just the 4e Basic books though. But I'm not sure.

I admit I'm leaning to HERO 5th right now. Not sure Why though. I have Hero 5th core, and Space Hero.
 

Ian Absentia

Are you asking for possible new systems to play?  I'm extremely taken with Wild Talents, which uses the One Roll Engine.  System-wise, it's certainly no heavier than either HERO 5e or GURPS.  I've really been enjoying the character creation rules because it emphasises flexibility of builds so well -- the same character can usually be built two or three different ways, depending upon your design philosophy and thematic desires.  In action, the ORE really lets superpowers fly fast and furious.  The game is highly flexible and not locked into a single setting.

!i!

JakeThunder

Well, if you are used to Gurps, then Hero5th/ Champions might be the way to go if you are looking for a simular system. Otherwise, I'd say M&M or Wild Talents. Both are excellent and have good fan bases to help answer any questions you may have.
I can dig it.....a little bit.
Blogging about & reviewing games at-
http://thereport.wordpress.com/

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Easy for you to say, up in your mansion full of hookers and blow, living off the kickbacks you get from package courier services!

James McMurray

Marvel Superheroes FASERIP is the original supers game, now available completely free. It handles heroic super heros extremely well.

David R

I was going to suggest Underground...but not many folks think of this as Supers material.

Regards,
David R

Silverlion

What kind of superhero game?

People with powers? (Aberrant, Hero TV Show, 4400 TV Show)

Costumed Do Gooders (Silver Age Comic books, Much of DC Heroes history)

Costumed Heroes with complications (Marvel, Ex: Spider-Man for most of its run)

What is important in play that you want the game to do for you?
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

brettmb2

Quote from: David RI was going to suggest Underground...but not many folks think of this as Supers material.
And a hell of a lot of fun too.
Brett Bernstein
Precis Intermedia

Lacrioxus

Well I would rather use a system I already own. But I do hear alot of good stuff about Wild Talents.

I looked at HERO 5th today. UGggg. While I like most of the system, I just can not stand the way Powers are handled for some reason. Just looking at that section gives me a headach. But I love the Vagueness of Attributes. A Super-Genius can has an Intelligence of 10. It just means he is slower on grasping/learning, but can can the Top mind in say Cybernetics once he learns it. Yeah the Powers Section kinda kills HERO 5th for me. Maybe I just need to read them better and over and over or something.

GURPS. Using Wild Cards most Likely.

M&M2e May be the system I will end up going to for this. Do not know yet.

Classic MARVEL (FASERIP) Ohh I love this system. But one of my players has serious issues with the system which are just dumb. He dislikes the KARMA/Advancement aspect of the system. Just because he alsways makes LETHAL Characters who kill people all the time. But I am Tempted to bring this system out of retirement for awhile and use it once again.

***
As for my Story Ideas :

#1 Freaks and Monsters SUPERS : The SUpers gained powers alright, but their bodies changed into inhuman forms. They will not look Normal as a Super-being. Not sure If I want them to be able to transform/hide their powers.
Swamp-Thing, Ghost Rider, Morbius the Living Vampire, the Thing, Cyborg (TeenTitans), are good examples.

#2 Paragons : Supermen. Very Powerful Uber-humans. Not sure if I want to do this one.

#3 People with Powers : Simple, One Power game. Nothing fansy. Alot like Heroes in many ways.

***
Right NOW, I'm leaning towards M&M2e. It is flexible, but simple enough. I might use the Random Roll table from Mastermind's Manual if I do, unless they come up with a GREAT concept and sell me on it.


BUT how good is Wild Talents really ?? I do not own that one. or BESM though I do have Tri-Statdx.
 

TonyLB

Uh ... do you think that changing systems is going to change your point #2 (from the OP)?  That is to say ... do you think that when you leave GURPS behind, your players are suddenly going to develop long-range plans and goals?

That's a pretty big burden to lay on the game system.  Could, maybe, some actual face-to-face discussion with your players be in order first?
Superheroes with heart:  Capes!

Silverlion

Quote from: LacrioxusBUT how good is Wild Talents really ?? I do not own that one. or BESM though I do have Tri-Statdx.


Wild Talents looks good on paper. And plays like Godlike. Which means I won't touch it with a ten foot pole. Sometimes dice tricks just don't work. IMHO Wild Talents/Godlike is one of them that sounds wonderful, but plays like a trainwreck.

I've a friend  who was wanting to go with the game, I expressed my doubt because of past experiences with Godlike. I told him exactly how likely I thought success and failure would be.

He laughed and said 'Look at these test rolls.."

Five minutes later he decided to use Truth & Justice instead, after a few dozen dice tests, pretty much (yet again) proving my point about how flawed the system is.

If you go with plain dice, failure is too likely. If you go with special dice, you immediately become successful most of the time--true opposed tests will make that less common, but nothing but buying (expensive) special dice for your character makes characters significantly successful (read "super"), and that's really not a good thing for a "superhero" game.


For you I'd say go with MSH. You like it, are familiar with it, and only have one player who has a few issues with it (which can be worked around, or you can discuss with them how you would like the game to feel.)

But I personally find M&M2E too complex (during PC creation) for the type of play response. Many games with less steep input time exist, that give the same, OR better superhero play experiences, again IMHO.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

grubman

Quote from: James McMurrayMarvel Superheroes FASERIP is the original supers game.

huh?

Ian Absentia


grubman

Quote from: Ian AbsentiaYou heard the man!  Now pay your respect, sucka!

!i!

No, I meant the part about it being the "original" supers game.

Sosthenes

Never understood all the hype about FASERIP, ZeFRS or whatever. Meh.
 

grubman

Quote from: SosthenesNever understood all the hype about FASERIP, ZeFRS or whatever. Meh.

I didn't cre that much for the system myself, especially compared to others, but I don't begrudge others for liking it...I just wnat to know if JM really thought it was the original supers RPG...otherwise I'll give him a history lesson.