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Supernatural powers that could be used in multiple genres

Started by Cyberzombie, April 28, 2006, 11:47:46 AM

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Cyberzombie

All right, this board needs some more threads that acutally deal with *roleplaying games*, instead of people's need to fight on the internet!  :p

I have been tinkering with a vapourware game system for at least half a year now.  I'm attempting to make a fairly wide-ranging system that can handle a large number of genres, from grim-and-gritty fantasy to superheroes.

My biggest stumbling block is supernatural powers.  In my mind, pyrokinesis, a wizard casting a fireball, a dragon breathing fire, or a Street Fighter II character launching a fireball as a martial arts power could all be specific implementations of a general Fire Control power.  The general power would spell out how fire can be controlled supernaturally.  At the beginning of the powers section, there would be rules on how to make the powers fit each genre.

So I have, I think, a good grasp of what I want.  What I don't have is any idea of how to get from A to C.  (I feel like the underpants gnomes.  Profit!)  If anyone has any ideas, or games to point me at, I would greatly appreciate it.  This is currently my biggest stumbling block.  :)
 

gleichman

In concept what you're descibing sounds like HERO System's approach to power building which is effect based at its core (energy blast does damage) with special effects (fire) and limits/advantages applied to make a specific power.

But from your posts I'm think HERO is too complex for your tastes. It may still be of worth as a idea farm however.

Also take a look at JAGS and Fuzion (scaled down HERO).
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

Cyberzombie

Quote from: gleichmanIn concept what you're descibing sounds like HERO System's approach to power building which is effect based at its core (energy blast does damage) with special effects (fire) and limits/advantages applied to make a specific power.

But from your posts I'm think HERO is too complex for your tastes. It may still be of worth as a idea farm however.

I will admit that all I have actually read is 1e Champions, but it was not to my liking at all.  I have no idea how much things have changed since then, though.  And Lisa Nadazdy is always trying to get me to try it.  :)

I like the general sound of the idea -- especially since it goes even one step further back than I was (to the energy blast).  Definitely sounds like an idea farm, though.  :)

Quote from: gleichmanAlso take a look at JAGS and Fuzion (scaled down HERO).

I'm not familiar with JAGS and have only heard of Fuzion, but thanks for those suggestions, too.  I'll have to look into them.
 

gleichman

Quote from: CyberzombieI'm not familiar with JAGS and have only heard of Fuzion, but thanks for those suggestions, too.  I'll have to look into them.

Fuzion was an sad attempt to make HERO appeal to those who couldn't handle it's mass of rules and or it's detail. It was a cross-breed with the same system used in another game line who's name escapes me at the moment. It does however what it does, a simple version of a cool concept.

JAGS is an attempt to do HERO/GURPS 'right'. Given that it started (and may still be) a freebie on the Internet, it's a remarkable work. The best game of the 'indie' movement IMO.

But I don't play it (sorry Marco) as I didn't fault HERO for the failings it had in Marco's eyes. I may revisit that with the next edition because Steve Long is an idiot. Or I may be lazy and hang with 5th edition forever.

I'll let Marco (who visits here) say if it kept effect based as a design vision- it's been too long for me to comment.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

Cyberzombie

Quote from: gleichmanFuzion was an sad attempt to make HERO appeal to those who couldn't handle it's mass of rules and or it's detail. It was a cross-breed with the same system used in another game line who's name escapes me at the moment. It does however what it does, a simple version of a cool concept.

Interesting.  It was never the mass of rules that got me on Champions -- it was the specific rules.  :)  That and I had minimal interest in playing superheroes at the time.

Quote from: gleichmanJAGS is an attempt to do HERO/GURPS 'right'. Given that it started (and may still be) a freebie on the Internet, it's a remarkable work. The best game of the 'indie' movement IMO.

But I don't play it (sorry Marco) as I didn't fault HERO for the failings it had in Marco's eyes. I may revisit that with the next edition because Steve Long is an idiot. Or I may be lazy and hang with 5th edition forever.

I'll let Marco (who visits here) say if it kept effect based as a design vision- it's been too long for me to comment.

Also very interesting.  Amazing what you can find out when you stop just paying attention to d20.  That's the best thing about this new incarnation of NKL -- we're escaping our D&D-centered past.

If it's still free, I'll have it printed out by tomorrow.  If not, I'll search more and see if I want to get it.
 

Dr_Avalanche

Quote from: gleichmanFuzion was an sad attempt to make HERO appeal to those who couldn't handle it's mass of rules and or it's detail. It was a cross-breed with the same system used in another game line who's name escapes me at the moment. It does however what it does, a simple version of a cool concept.

R.Talsorian's Cyberpunk. It's own system was called Interlock, and the mix with HERO became Fuzion. My impression was that there wasn't much left of HERO in Fuzion.

Fuzion is free, and can be found for download somewhere...

obryn

Quote from: Dr_AvalancheR.Talsorian's Cyberpunk. It's own system was called Interlock, and the mix with HERO became Fuzion. My impression was that there wasn't much left of HERO in Fuzion.

Fuzion is free, and can be found for download somewhere...
I have a copy laying around somewhere.  I don't know if Fuzion's free anymore, though - I seem to remember the site being taken down or something of that nature.

-O
 

Name Lips

CZ, I think you have a copy of EoM lying around somewhere. It should have some seed ideas for basic powers. :p
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You can talk all you want about theory, craft, or whatever. But in the end, it's still just new ways of looking at people playing make-believe and having a good time with their friends. Intellectualize or analyze all you want, but we've been playing the same game since we were 2 years old. We just have shinier books, spend more money, and use bigger words now.

Dr_Avalanche

Quote from: obrynI have a copy laying around somewhere. I don't know if Fuzion's free anymore, though - I seem to remember the site being taken down or something of that nature.

-O

Hm..

*googles*

No, it's still available:

http://www.thefuze.com/download/fuzion.pdf

Lady Lakira

Now, my knowledge of various game systems is relatively sparse due to school eating my brain for most of the year. However, I've had a bizarre thought which may already be implemented somewhere.

Start with a very, very basic power. Say, "Blast". Blast does X damage in X range. At this level, it's pretty boring.

Then, you customize it. For every add-on (say, for each increase in damage), there's a penalty/limitation/component/something. So, if I'm a wizard in a fantasy setting, I tack on the "Fire" and "Throw" add-ons, which increase my damage and range but then I have to add the "Invocation" and "Spell Component" limitations, which means I have to say a magic word and have a pinch of ash. Or something. In a crazy kung-fu game, the "fire" add-on is called "Spiritual mojo" or whatever. You can actually call it whatever you want, based on the setting.
"I have a theory: it could be bunnies." - Anya, Once More With Feeling

Sigmund

Quote from: CyberzombieAll right, this board needs some more threads that acutally deal with *roleplaying games*, instead of people's need to fight on the internet!  :p

I have been tinkering with a vapourware game system for at least half a year now.  I'm attempting to make a fairly wide-ranging system that can handle a large number of genres, from grim-and-gritty fantasy to superheroes.

My biggest stumbling block is supernatural powers.  In my mind, pyrokinesis, a wizard casting a fireball, a dragon breathing fire, or a Street Fighter II character launching a fireball as a martial arts power could all be specific implementations of a general Fire Control power.  The general power would spell out how fire can be controlled supernaturally.  At the beginning of the powers section, there would be rules on how to make the powers fit each genre.

So I have, I think, a good grasp of what I want.  What I don't have is any idea of how to get from A to C.  (I feel like the underpants gnomes.  Profit!)  If anyone has any ideas, or games to point me at, I would greatly appreciate it.  This is currently my biggest stumbling block.  :)


Check out the True20 powers section...it's remarkably like what you're describing.
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Dacke

Quote from: CyberzombieAlso very interesting. Amazing what you can find out when you stop just paying attention to d20. That's the best thing about this new incarnation of NKL -- we're escaping our D&D-centered past.
Even within d20, you can find a nifty effect-based approach in Mutants & Masterminds.
 

Zombie Hunter Woz

Quote from: Lady LakiraThen, you customize it. For every add-on (say, for each increase in damage), there's a penalty/limitation/component/something. So, if I'm a wizard in a fantasy setting, I tack on the "Fire" and "Throw" add-ons, which increase my damage and range but then I have to add the "Invocation" and "Spell Component" limitations, which means I have to say a magic word and have a pinch of ash. Or something. In a crazy kung-fu game, the "fire" add-on is called "Spiritual mojo" or whatever. You can actually call it whatever you want, based on the setting.
Check out Big Eyes, Small Mouth.   this is essentially how their system works for designing any kind of attack ability, from sci-fi weapons to magical powers or what have you.  there is a list of different characteristics/effects which you combine to create the desired result.  Your Fireball, for example, would look kinda like this.  Weapon attack level 3 (15 damage), area effect, burning (ignites things for continuing damage), and Uses Energy (costs your character MPs to use).  this could very easily represent anything mentioned, from a magic spell to a napalm gun or whatever.
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Cyberzombie

Okay, M&M (which I have), True20 (which I will have), and BDSM (which I've thought about getting, but never did because I saw the disaster that was BDSM d20).  Yet more things to look at.

Thanks, y'all!  Any other ideas out there?
 

Knightsky

Quote from: CyberzombieThanks, y'all!  Any other ideas out there?
Besides another recommendation for Fuzion, you might want to check out either CORPS or EABA (both by BTRC, both with generic power structures for such things).  You can download the nutshell version of CORPS at the bottom of this page (it doesn't cover the powers section, but will give you an idea if the rule system might be to your liking).
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