Crimson Jester
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The way to fix this is to sit down with the players take notes on what kind of characters they want to play (backgrounds, personalities, powers, strengths and weaknesses) and then pre-gen their characters TOTALLY ignoring the actual character creation rules. Then this game simply cannot be beat for sheer pulse-pounding, story rocking, action-packed fun.
I have to sat Nick that this is what needs to be done with any SUpers game be it V&V CHampions or M&M. The best way is to fine out what people want to play and then make the characters for them. One person who makes all the Characters means all the Characters are balanced between each other and the rules. Hero System in fact caan be abused way to easy even though the creation rules are some of the best, also on the plus side it was able to teach me math and specifically fractions back in Jr High when my teachers couldnt.
Crimson Jester
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anyone played the Palladuim version of Supers? I have heard some good things, but also you can build a undeafeatable toon, but have no exps with it.
Yes its not the best nor the worst it just runs into the "too many books" Category. You have to narrow down what you want to play and ignore the other rules.
| Valegrim |
well, really, to play a super game like Champions (been playing since first ed myself) what you really need is a good character concept. building a character like a dc or a marvel character really isnt that had if you just keep in mind that there is no real way to build superman regardless of what you call him; he would probably be like 5000 points or something in the original version and maybe around 1200 in his later comics.
any Batman, Daredevil, Nova, most X men, ghost rider like characters are easy to build, not suggesting that you make a copy; you have to come up with your own background and stuff, but most of these or mixtures of heroes like these are easily done.
Hero super games are usually set up for 225 points; but I like to run 300 pt games with 200 base and 100 disadvantages; I sometimes give hidden gm powers that later manifest if the player has a really solid character conception; also, I dont mind to much if someone has a really solid concept and is maybe 315 points or something; I have often tried to think of a way to slightly randomize the starting points by like 20 points as not all peeps in a super group are the same power level.
I always give my players the same advice; you really need to have a base defense of about 25 points and a con of about 25 points so you dont get stunned by every 12d6 attack that comes down the pike; I set starting powers all at 60 point max; a 350 game would be 75 point max. this means no active power or characteristic can be over that number so 12d6 attacks and 15d6 attacks more or less or start.
disadvantages; I have lots and lots of villian groups and hunter/watcher groups so peeps can just say; give me a 25 point hunted; if you want a 50 point hunted or more, I can do that; hope you like Megenon and the like.
Power advantages and power limitations are really what takes so long to make a starting character as so many limitation numbers are set by the gm according to how common such things will be in his game; this is the number one killer of characters.
The best way to make characters is to have a good concept; maybe think archtype, but that is not necessary, I find that the more comics a person reads the more solid there concept is. I have several development sheets to give starting players to help them with such stuff as; why are you a hero; how did you get your powers and stuff like that; every characte should have flaws and something cool that sets him apart.
hehe boy, didnt set out to say all that; I just eat and sleep this stuff.
| Valegrim |
my biggest problem with Marvel is the character creation and the combat matrix; meaning; if you roll up a low powered guy; a high powered guy is gonna cream you and there is just nothing you can do about it; it is not like the comics; your attacks just will do absolutely nothing, ever! so not only are characters in your group highly unbalanced; they really can't work together in any practical way; least, that has been my experience.
Chris Mortika
RPG Superstar 2010 Top 16
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A previous post on this same thread noted that "...The section [of DC HEROES] on how to run an RPG is one of the single best GM advice columns ever, between it and Aaron Allston's comments in Strike Force (for Champions) you have an amazing combination of campaign design/running tools."
Indeed, STRIKE FORCE is essentially a how-to manual on running a long-term supers game, regardless of the system. An example of somethingI learned: there's a campaign baseline maximum for PCs (say, 80 active STR) and then there's a limit that only one PC may exceed (say, 65 active STR). This makes sure that the guy who buys 75 STR for his character isn't being "cheated" out of being the Strong Dude by somebody else. Same with highest defenses, biggest power blast, best skill rolls, fastest speed, and so on.
Set
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Mutants & Masterminds is my current favorite, although I've played and loved Villains & Vigilantes, GURPS Supers and Aberrant (and have dozens, if not hundreds of characters for those games either on my computer, lying around in folders, or on my website).
Super hero games appeal to me because the character never really starts at '1st level, with a dagger, 4 hp and a Magic Missle.' Right out of the box, you can fly, bounce bullets off of your chest and / or shoot laser beams out of your magic sword. Instead of gaining lots of power, you start out with heroic levels of power, and must deal with suitably challenging threats. It's a power trip, and I'm fine with that. It's fun to be the goon-sweeper and go Batman all over a dozen nameless thugs on the way to the bad-guy.
M&M, my current fave, has enough flexibility that it's darn easy to break, a perennial problem with every superhero game I've played, but that's the cost that comes with flexibility. I'd rather have the system allow things than forbid them, even if that makes the GMs work a little harder, having to say, 'Uh, no. Put down the crack pipe, you *cannot* have the power to make 5000 duplicates of yourself. Let's talk five...'
Robert Little
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I've played a bit of MSH (fave) and Champions, read Aberrant and M&M. The thing I remember most out of all of the super hero games I played tho was the Champions campaign we did in college where the entire team took the serious persistent addiction to cigarettes (chain smoking) and ended up getting sponsored by Marlboro to help support their habit. It is a might bit unsettling to have to put your cigarette out when you are trying to deal with a semi wreck with a gas trailer...if there is any time you need a smoke to calm down, that would be it.
(This was well before Mystery Men came out and I don't recall seeing a comic up to that point that had corporate sponsorship of superheroes ala Nascar, so I think we were feeling pretty revolutionary on that front.)
| I’ve Got Reach |
(This was well before Mystery Men came out and I don't recall seeing a comic up to that point that had corporate sponsorship of superheroes ala Nascar, so I think we were feeling pretty revolutionary on that front.)
ala Captain Amazing from the Mystery Men adaptation movie, which, by the way, was hilarious! :)
Radavel
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Errrr.
I don't have any of my supers rulebooks here in China.
If you like MSH, there is a great site that has everything you'll need.
| EileenProphetofIstus |
Anyone on the forum do anything with Super Hero RPGs like Hero System, D6 or yes, even Mutants and Masterminds 2nd Ed.?
I am currently writing a Legion of Super-Heroes Game for my personal use, non-distributing/profit. Am in the process of writing game mechanics, Legionnaires, etc. Am going to try and implement what I feel are some new "ideas" for RPG. So we will see if it works in the long run.
For those interested, there is a Legion of Super-Heroes thread on the Comics section.
| scott spicer |
Ive played MSH, DC Heroes, Tri Stat system (silver age sentinels and BESM)and Aberrant, and read Mutants and Masterminds.
I ran two MSH campaigns simultameously in the same setting for about two years and it remains my all time favourite game to DM, simply because of its flexibility.
Tri Stat has the same advantage, but its a little to 'rules light' for me - some players struggled with there characters 'niche' because there abilitys ended up fairly simmilar to others.
MSH's character generation does suffer from game balance issues, but there are plenty of point based systems about on t'internet you can use, and game balance is part of the gm's job anyway.
That said, I liked the background in Abberent, it always struck me as more mature and realistic than many of the comic based settings, and as a more detailed system, its easier to run certain types of game - e.g. a gritty (ish) batman or punisher style game, or one based on low - no power characters taking on super's e.g. I.Os black razors or Stormwatch Team Achilies (or PHD) (from Wildstorm / DC), Batman, the Punisher, Aberrants Directive etc(I think this applies to M&M too).
Actually, If someone wants to run a pbm along those lines, Id love to play. (Looks around hopefully...)
| tdewitt274 |
Has anyone seen that Hero is going to announce two big things on the 17th and 18th? Unfortunately, I can't get to HeroGames.com at work, so I'll have to wait 6 hours.
Speculation on the boards over there haven't brought out any real big things, but there was mention that the DC liscense might be available.
Back to your regularly scheduled thread...
| Kruelaid |
We’ve all been workin’ hard this week, though you’re not going to see the results for another ten days or so. ;) As we wait for Stronghold to arrive at the warehouse and then get shipped out again, we’re all busy working on preparations for the Big Big Announcements! I’ve been writing and revising text for the website (which is going to get some upgrades), Tina’s been rounding up a small collection of circus animals, Andy’s been laying out stuff, Jason’s laying the groundwork for our invasion of Burkina Faso, and Darren’s keeping all the administrative balls in the air in a masterful display of juggling. We might just pull this off! :)
Interesting. News forthcoming.
| CourtFool |
You think it is funny? Have you seen what they are doing to the game? They are doing away with Energy Blast, Hand Attack and both Killing Attacks to be replaced with one attack power. They are doing away with six sided die and going to a percentile based system. And the Champions Universe is being nerfed with some great meta-human plague.
| CEBrown |
You think it is funny? Have you seen what they are doing to the game? They are doing away with Energy Blast, Hand Attack and both Killing Attacks to be replaced with one attack power. They are doing away with six sided die and going to a percentile based system. And the Champions Universe is being nerfed with some great meta-human plague.
Didn't they already do that with Fuzion?
| tdewitt274 |
You think it is funny? Have you seen what they are doing to the game? They are doing away with Energy Blast, Hand Attack and both Killing Attacks to be replaced with one attack power. They are doing away with six sided die and going to a percentile based system. And the Champions Universe is being nerfed with some great meta-human plague.
Unlikely. Hero is known for its complexity. They'll probably allow clinging killing attacks. Oh, wait, wouldn't that be napalm? Looks like it's already there. ; )
| tdewitt274 |
One of the announcements has been leaked: Champions Online (details)
Andrew Betts
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tdewitt274 wrote:One of the announcements has been leaked: Champions Online (details)Curse my work’s firewall. Would you post an exerpt if possible?
From the looks of it, it appears to be a video game in the Champions Universe. Still have to wait until Monday for the details.
| tdewitt274 |
tdewitt274 wrote:One of the announcements has been leaked: Champions Online (details)Curse my work’s firewall. Would you post an exerpt if possible?
"De-linked"
Champions Online RevealedGame Informer's web site has posted up their cover for the March 2008 dated print issue (due out later this month). While the cover story will give the first info about Gearbox Software's previously announced Aliens FPS, the cover also has the first word on Champions Online, the new superhero MMO from original City of Heroes/Villains developers Cryptic Studios. The game will apparently appear on both PCs and consoles. There's no word yet if Champions Online is based on the long running Champions pen-and-paper super hero RPG (a planned PC game based on the pen-and-paper version was cancelled in the 1990). Update FiringSquad contacted both Cryptic Studios' PR rep as well as Champion's owners Hero Games. Neither would give any more info about Champions Online but did stated that an official announcement would be made on Monday.
| tdewitt274 |
CourtFool wrote:Hero 6th Edition!CourtFool for the win!
In addition to a liscensed City of Heroes where Hero and Cryptic Games will be working hand in hand on converting back and forth into the game world. Apparently, this liscense also includes the Dark Champions genre.
There's still an "unreleased announcement" regarding 6th edition as well. Possibly something digital?
Chris Mortika
RPG Superstar 2010 Top 16
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Villians and Vigilantes will always be my fondest of super hero systems.
That might have been one of the strangest RPG systems I've ever played.
The DM determined the 3-18 stats for the player "I have an 8 Strength, okay; but a 7 Charisma?", who was the obstensible PC, and then rolled random powers. "I can fly, use gravity powers, and turn into a rat. Um, I guess I'll call myself... GraviRat!!"
But it was Fantasy Games Unlimited's big hit, and it had terrific Jeff Dee art. (I met Dee at a convention once. He explained that when FGU moved their offices, they had one big box of inventory, to go to their new warehouse, and one big box of trash, to get dumped at the landfill. When the got to their new offices, they said, "Hey, this is the trash! What happened to ... oh ... oh no.")