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Stupud Copy Paste at 11 pm...
Yes. I've built test heroes with that system and it works really well. Less granular than HERO and M&M but it's a good system.
The new Super Hero Companion 2 definitely fixes that issue. It gives you a great deal of leeway with your collection of powers.
Also M&M will probably be the choice I end with. Although Base Raiders looks really interesting. I may look at it more...
Is there a difference between DCA and M&M? I notice they are done by green ronin publishing.
Thanks for the ideas. It sounds like M&M might be the best fit. I've got the core rules. Any otherbooks from them I should get? I'm always down for a Rogue's Gallery type book.
For Power Level, that's a hard one to explain. I guess I'm looking for more on the level of Spiderman or older x men; dealing with city-wide problems and keeping things simple.
Hero is out of the question:
Short story, I used to be really into it and I bought a lot of the PDFs when Sixth came out. Supported it a lot with my gaming group in college and we had a lot of fun with the games. Used to post a lot over on the forums too (same name).I stopped playing for awhile due to life happening and when I tried going back into it last year, found out they changed their store and I lost access to all of my PDFs. All that money and support gone and I had no more products, except for my HERO FRED book. And when I sent them an email about it, there was nothing they could do. So I have no desire to give them any more of my money for products I've bought and used many times. Still very upset about the whole ordeal.
I don't think I've seen V&V before. I may have to check that out. I've heard good things about M&M, so I was a bit curious about that as well.
So I'm planning on running a superhero campaign online. I have a variety of systems to choose from, but I'm not sure which ones to use. So, I'm hoping to see what advice the forums have. Here are the systems I own:
Savage Worlds with the Super Powers Companion (the newest one): Looks interesting and solid, and I've heard good things about it. I've played a Savage Worlds game, but never ran one, and never a super heroes one. Still, could be interesting.
Mutants and Masterminds: Never played this one either, but again, looks fun. I got the Core as a gift, but I don't own the other books. Also it doesn't look like they've published more in it for a while, and I don't want to commit and find out that they are doing a fourth edition. Still, the quintessential super hero game.
Marvel Superheroes (Cortex): I've actually played this one and while I love the plot points and doom pool, I do wish the the mechanics had more I could bite into. Definitely an option.
If you guys have any other options I could check out that I haven't heard about, feel free to drop them on me. I'm willing to play anything except HERO 6th (personal reasons).
Once the new AP comes around, six other APs and three years will have passed since that product line last visited Varisia. I am absolutely OK with returning there (unless that means a Kaer Maga AP).
I'd honestly prefer APs to visit areas we haven't explored too much in each iteration. There are so many nations in the Inner Sea alone, let alone the rest of Golarion (and its Solar System), and we only get two APs a year. So I feel disappointed when we go back to a nation that we've already adventured in. I'd love to see more adventures in Andoran, Arcadia, Garund... see more unique nations and cultures you don't usually adventure in. So far I've enjoyed the last couple of APs, though Giantslayer hasn't quite captured my imagination yet. I just have this nagging feeling that Varisia is going to take the limelight again.
Yeah I know. I just wanted to explain why some of us want a legit Arcadia city a bit more than Alba's "no white people" comment, which certainly doesn't represent my views on the subject.
I didn't forget considering I am Hispanic, though you've forgotten the cultural roots for the taino and west African slaves that my people, Puerto Ricans, have. Both of which aren't in Europe. Furthermore, since it's a gaming world, there really isn't anyone stopping us from putting Hispanic culture in there without the slavery and rape and conquering. We aren't trying to recreate earth history, but making a high fantasy America. So we can chat a little. He'll I have an entire thread about that posted above.
Ed Reppert wrote:
While true, looking at the Inner Sea already shows that Golarion is very inspired by Earth's Europe and North Africa. And there's no denying it. The reason we don't really acknowledge it is to us, Europe is the default of fantasy setting. Castles, knights, kings and vikings, etc are all fine... but you throw a samurai or medicine man and suddenly, people lose their mind. They don't have to be exact duplicates of their Earth counterparts, like the Inner Sea, but they can have that inspiration while putting a high fantasy twist or one's own ideas.
And like was said earlier, since Golarion isn't Earth we aren't really beholden to having Avistan colonies in Arcadia ala New World.
I think I can say it a bit better and way less racist than Alba.
My personal thought is that we have a great wealth of European-themed kingdoms and cultures in Golarion already. From Cheliax to Andoran to Taldor and Varisia and beyond, we are pretty well set with that style of gaming. And the same goes for most fantasy games out there. Dragon Age TTRPG, Lord of the Rings TTRPG, Dnd 5e.... all of them use similarly European inspired culture that we've pretty much come to expect from the standard fantasy fare. Even with some little twists here and there, it's still a bit old hat. Sure, we could add the colony aspect, but we'd still be detailing an English (or Spanish) inspired colony that also deals with the natives. It's really been done, even in Golarion (see Sargava).
What I want is a city of the natives. A city of people from Arcadia, inspired by the Pre-Columbian peoples that Arcadia takes its inspiration from, with the old Golarion twist. There are many reasons I really want this. One, it's something that isn't explored in other RPGs. There's Maztica and... that's really the only big name one I can find. And even that was removed from Forgotten Realms during 4e DnD. This would be breaking some rarely tread ground and bring on a glimpse of a setting that'd be unique and fresh. Something great to bring players and GMs alike into the cornucopia of cultural idiosyncrasies, traditions, and folklore that are from my and many other people of the Americas. Seeing a city inspired by the Aztec or Cahokia or the Taino tribes of the Caribbean mixed with magic and fantasy would be a dream come true for me. Hell, I even have a topic about it here if you desire.
Most importantly, though, going to detail with a single Native city would help to open up the ability to play Arcadians in PFS play and show GMs you can play all types of characters, both in official games and home games. I've been to plenty a game where I could not play my own ethnicity or any non-European (or hell, any non-Anglo-Saxon in some cases) because according to GM's, my people don't fit in their world. I've received the same reaction that people get when wanting to play a troll or drow with wings. It's an ugly reaction that I've unfortunately had to deal with. And the response is always the same. "There aren't Hispanic people in this setting because it's a European setting." Frankly, it sucks. But seeing this book out with a legitimate native city would help open things up for people. Maybe not myself, since I'm an adult and am too busy being all cynical and post-ironic ;)..., but for kids that were like me and always told that they can't play African characters or Hispanic characters. This gives them that opportunity to see that in action and see a world where they can feel like they fit in in this hobby.
Now, I'm not actually against any Avistani colonies in Arcadia. In my own Caribbean-inspired setting, I have some islands that are inspired by the Spanish, Dutch, French, and British colonies of the Age of Sail period. Of course, I understand the baggage that having that entails and some people really don't want to deal with that. Few people wants to play Jim Crow the RPG, or White Guilt: The Masquerade (I've met one that would though...yeesh). That said, I want the first foray into Arcadia to be a fresh and unique one that finally give me and fans of Native American myths what we've been craving for for a while; a high fantasy Pre-Columbian American world.
You're probably right. It's sad but I feel like as a hobby, we've regressed in being creative with different genres. Back I'm the eighties and nineties you had all kinds of game from post apocalyptic to space opera. Nowadays it seems like people just want the next Tolkien clone.
To be fair though, I only notice it when I'm on the Paizo or rpg.net forums. When I visit other forms like the fate or savage worlds forums, you see a wider audience more willing to try new things.
I'm my setting, I actually have him as his God of magic and wealth aspect. ToSo nobles and naguals revere him or at lis least give tribute to the God. I even have a civilization in the harsh desert that disdain Quetzalcoatl because the sun plays a negative role in their society.
James Jacobs wrote:
Seeing that I'm the guy that started the Arcadia thread two years ago, I'm very excited for this glimpse into non Inner Sea areas. I've always been sad that we rarely see RPGs delve into non-Anglo settings and it hurts even more when I cannot play my own ethnicity because I don't exist in most settings. I'm glad to finally get a taste of Arcadia before we get a lot more in the future.
I really should update my Arcadia thread now...
I like the idea of adding a benefit at "X amount of ranks" though I think having the extra hands would begin to slow down the mini game a bit. Also I think five might be too long of a wait for setting the investment pay off. Three or four seems like a good fit. Hell I'd even go with every two levels, you get a boon to your skill, if only because I like interesting mechanics to make skill challenges more fun. Increasing the range is the obvious go-to, since it is simple and requires little math. I could see the disabler gaining points based on Disable Device ranks that allow a redraw or add/subtract points to the total.
Only thing I do wonder is how one differentiates the DCs of the traps if you are using skill ranks instead of rolls with this method? Would harder traps and locks have lower values to match with blackjack?
In my experience, I've rarely, if ever, have seen anyone try and use diplomacy skills without having the ranks in the skill.
Besides, this minigame wouldn't be hard to adopt an aiding aspect to. Multiple people could have their hand at this. An aiding roll could increase the range of the number the main disabler needs to be successful at it. There are definite ways to use this mini game and keep people engaged. And hell, there's still the tension of seeing that next card flip that would keep the group enthralled.
Ty Marston wrote:
Honestly the same argument is there for role-playing. If you don't have diplomacy or intimate or bluff, you don't want to stand and watch the bard making nice with the npc. Besides, blackjack is a quick game. If it takes you over a minute to do it, then the problem isn't with the system.
This is.... a really good idea. I may have to use this, especially for hacking. I'm going to be running a hacking science fiction game so this would make hacking more engaging. Hell, I could see this with a lot of "tinkering" skill checks.
How would you handle lockpicking during combat rounds? A limit to cards drawn per round perhaps?
Yeah that's fair. The way I see it, for the hexmap, the players will know what is in each hex already, but only the generalities. For them to find cool and updated stuff, they'd have to enter the star system.
Prince with a Thousand Enemies wrote:
Once things quiet down on my end. Work + School leave little time to really do much outside of those two.
Alright I think with a lot of the information, I feel set on how I want to use FTL travel. I certainly don't want to make it instantaneous, since I want there to be a focus on exploration. Thanks again for the information and especially that website. It really has opened up my eyes to the implications of FTL. I'll probably go for the Alcubierre Drive, with some natural wormholes that the players can discover. I'll figure out the other complications (like gravity wells) but thanks again.
I think I missed the website you linked. Can yuo link it again please?