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DOc
Darth Stomper

Wed

Jul 5
2000

15:04Z

Superhero systems?

I know superhero games aren't the most popular these days, but I know that
enough listmembers have experience in this area they might have some
insights.

My crew around here has been itching for a superhero game, a good
old-fashioned four-color (or as reasonable a facsimile as this crew can pull
off, anyhow).  The problem...what system?  We refuse to use GURPS Supers,
because we aren't THAT silly.  Champions would be ideal, but it's math
intensive, and while some of us can handle it, we have one or two relative
novices in the group who would be lost.  The more free-form alternatives
also came up (i.e., the old Marvel Super Heroes, which we still have copies
of floating around), which would be great for the inexperienced crowd, but
would drive the more experienced folks (and the GM) into the asylum.  Even
Aberrant would work, if techno-types didn't get shafted so badly (and it
wasn't so tied to its background, and...)

So the question is:  Does anybody know of a good "general audiences" set of
rules which could pull off the genre flexibly, without requiring a
scientific calculator?  Or are we just plain screwed?

   ---Darth Stomper--
Dark Chairman, Stomper Institute for
  Thaumaturgy and Heronism (S.I.T.H)
GURPS fan - GMAST-L Old One (once banished)
Philosopher - Alternate Historian - General Crank
email: bravado@mindspring.com
web: http://www.mindspring.com//~bravado



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AldoRegalado
Aldo Regalado

Wed

Jul 5
2000

16:30Z

Superhero systems?

> So the question is:  Does anybody know of a good "general audiences" set
of
> rules which could pull off the genre flexibly, without requiring a
> scientific calculator?  Or are we just plain screwed?

What about MEGS? It's the system they used for the old DC Heroes game, and
which is now being used for Blood of Heroes. I've always loved the system
and considered it a close second to Champions for my favorite. It works best
at mid to higher power levels than it does at the street level. If you do go
with this, I would recommend the Sidekick Sourcebook, which contains
additional rules, and I would go to the DC Heroes RPG home page (sorry, I
don't have a URL handy) and download a copy of the very excellent character
generator that they have posted.

Best,

Dragonfly

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SteveBarr
Steve Barr

Wed

Jul 5
2000

22:41Z

Superhero systems?

Darth Stomper wrote:
> Champions would be ideal, but it's math intensive, and while some of 
> us can handle it, we have one or two relative novices in the group 
> who would be lost.

Sounds pretty normal for a Champions group.  Can you help the others
along, perhaps by giving them relatively simple characters and 
assigning them each a 'math buddy?'

> So the question is:  Does anybody know of a good "general audiences" set of
> rules which could pull off the genre flexibly, without requiring a
> scientific calculator?  Or are we just plain screwed?

Well, you could try Feng Shui.

A supers addition for FS.
http://members.aol.com/Morix/fssupers.html

http://www.stevebarr.com/cgi-bin/cgiwrap/barrst/goto.pl?gaming
(scroll down for FS links)

Steve
-- 
http://www.stevebarr.com
"Fruit drinks that require you 
disarm the poison needle hidden 
in the lid rarely sell well." 
http://www.brunching.com
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LlwAtts
LLWatts

Thu

Jul 6
2000

00:07Z

Superhero systems?

> > Champions would be ideal, but it's math intensive, and while some of 
>  > us can handle it, we have one or two relative novices in the group 
>  > who would be lost.
>  
>  Sounds pretty normal for a Champions group.  Can you help the others
>  along, perhaps by giving them relatively simple characters and 
>  assigning them each a 'math buddy?'

Does anyone in the group have (or is willing to buy) Hero Creator or Creation 
Workshop?  Since most of the math is in character creation (at least that's 
where I've had to watch it), letting the computer take care of the 
calculations might help.  I've been running Hero Creator for about a year, 
and haven't had any real problems.

Leah
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LlwAtts
LLWatts

Thu

Jul 6
2000

00:10Z

Superhero systems?

>     The new engine for Marvel Superheroes is out, now. I don't know if
>  you've seen it, but it uses a deck of cards instead of dice to generate
>  random values. It sounds kind of cool, but I'm afraid I don't know anything
>  more about it.

I picked up a used Marvel Saga because a friend of mine is running it at 
GenCon this year.  Haven't had a chance to play with the system yet, but just 
on reading I'm not that impressed.  (The Fate Deck was still in the plastic 
wrap, apparently the original owner wasn't impressed with it either.)

Leah
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DebAtwood
Deb Atwood

Thu

Jul 6
2000

02:22Z

Superhero systems?

At 10:04 AM 7/5/00 -0500, Darth Stomper wrote:
>
>So the question is:  Does anybody know of a good "general audiences" set of
>rules which could pull off the genre flexibly, without requiring a
>scientific calculator?  Or are we just plain screwed?
>
I have to be honest... I'd use Champions.

But then, I teethed on Champions.  And even being the sort of person who
cheerfully tosses rules out the window, when I was a kid and had trouble
remembering which die was which in AD&D, I could write up Champs characters
by the dozen.

There are spreadsheets and character generators around.  And a newbie can
sit down with someone who knows better and describe the character, and have
someone else crunch the numbers.  It all works out in the longrun.

I've seen Champions played abstractly.  Taking the dice down to a minimum.
Understanding the dice for combat in Champs isn't too tough (certainly
ain't AD&D!), so its not bad for newbies.  I think it works well,
especially if you have fun creating an angsty plot oriented character
oriented game so that there's enough combat to keep the genre flavor, but
not so much that it overpowers everything.

Wow... okay, its beena while since I've done superhero gaming.  I'm getting
the itch again.  *grins*

Another possible choice is Superworld, if you can find it (since its rather
out of print, far as I know).  It's from the Chaosium style of games, which
means that the skills and things are very intuitive in how they work.  You
gain experience in a skill by doing it successfully, and you're more likely
to improve the newer you are at something... a nice sliding scale.  Plus
its all in percentiles, which are instictively easy to understand (a 50%
chance to make something work is simpler to understand than rolling an 11
on 3d6!).

My two cents (or two recommendations).

D.
+-------------------------------------------------+
|    Deb Allen (Atwood?) / D-Singer / Tryslora    |
|          d-singer@hall-of-mirrors.com           |
|         http://www.hall-of-mirrors.com          |
+-------------------------------------------------+
|    The Black Road -- an Amber DRPG Convention   |
|           http://www.theblackroad.org           |
+-------------------------------------------------+
| "You must never run from anything immortal.  It |
|  attracts their attention."                     |
|      - _The_Last_Unicorn_                       |
+-------------------------------------------------+

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DarkeChilde
Bill Hein

Thu

Jul 6
2000

06:11Z

Superhero systems?

I've picked up the Marvel SAGA system, and am fairly impressed with it.
Dragonlance SAGA looked good for  a pick-up game, but not long term game
campaigns; SAGA fits marvel very well, however.  It's got the strength to
actually differentiate between heroes, so you can answer "Who really is
stronger", and still have a fast and flexible system, something that
Champions lacks, IMHO.  I GM'd Champs for years, btw, as well as the
original Marvel game, and Villians and Vigilantes ( My first RPG purchase
:) ).  I like Marvel SAGA over the others, but I no longer have groups that
like four color action.  It's worth picking up and trying, at least.

Darkechilde
darkchil@rea-alp.com
ICQ#12901136

-----Original Message-----
From: gmast-error@phoenyx.net [mailto:gmast-error@phoenyx.net]On Behalf
Of Darth Stomper
Sent: Wednesday, July 05, 2000 10:05 AM
To: gmast@phoenyx.net
Subject: GM: Superhero systems?


I know superhero games aren't the most popular these days, but I know that
enough listmembers have experience in this area they might have some
insights.

My crew around here has been itching for a superhero game, a good
old-fashioned four-color (or as reasonable a facsimile as this crew can pull
off, anyhow).  The problem...what system?  We refuse to use GURPS Supers,
because we aren't THAT silly.  Champions would be ideal, but it's math
intensive, and while some of us can handle it, we have one or two relative
novices in the group who would be lost.  The more free-form alternatives
also came up (i.e., the old Marvel Super Heroes, which we still have copies
of floating around), which would be great for the inexperienced crowd, but
would drive the more experienced folks (and the GM) into the asylum.  Even
Aberrant would work, if techno-types didn't get shafted so badly (and it
wasn't so tied to its background, and...)

So the question is:  Does anybody know of a good "general audiences" set of
rules which could pull off the genre flexibly, without requiring a
scientific calculator?  Or are we just plain screwed?

   ---Darth Stomper--
Dark Chairman, Stomper Institute for
  Thaumaturgy and Heronism (S.I.T.H)
GURPS fan - GMAST-L Old One (once banished)
Philosopher - Alternate Historian - General Crank
email: bravado@mindspring.com
web: http://www.mindspring.com//~bravado



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MagiSter
magister

Thu

Jul 6
2000

13:52Z

Superhero systems?

I guess I don't have anything really constructive to add to this mix, but have you tried FUDGE?  I've found that the rule systems matter less than the GM for Superhero games more than any other genre I've played.  V&V is horrible to implement, but I played a few times with its creator (whose name escapes me) and it was great.  The last time I played Champions was 2nd or 3rd edition.  The quote (I think from this list), "Don't get that old guy mad.  He's blind and crippled.  Do you realize how powerful that makes him?!" sums up the inevitable gamesmanship to which Champions drives you.  I don't know why the Marvel systems would drive one insane, I thought they were both clever and readily adaptable to 4 color play.  They also have the advantage of a game-ready universe if you want to use it.  Didn't ICE have a system? :)

Joe

_____________________________________________________________
wotmania: Your number one source for The Wheel of Time.
http://wotmania.com
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MichaelOrton
Michael Orton

Fri

Jul 7
2000

00:46Z

Superhero systems?

Well, I'm a mathematician by nature so the numbers in Champions never did
frighten me.

I maintain that for that genre Champions is the best system going - though I
do agree you have to watch the maths more than is optimal for an RPG.

However in what other game could you need to roll 30d6 to resolve an action?
(In that case it was a 30d6 Power Neutralisation - my character, the [ok -
a] Phoenix, had to absorb a massive fireblast aimed at Big Ben.)   We
normally play at the 60 active points for 12d6 level, but things got a bit
out of hand that time....

Needing to roll 30d6 really does give you the tactile sensation of playing
at the Super level.

However, you can use Torg at the Super level if you like.  It works provided
everyone really roleplays in the genre.

Rgds,
Michael.

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NatBarmore
nat barmore

Sun

Oct 1
2000

05:10Z

Superhero systems?

>I know superhero games aren't the most popular these days, but I know that
>enough listmembers have experience in this area they might have some
>insights.
>
>My crew around here has been itching for a superhero game, a good
>old-fashioned four-color (or as reasonable a facsimile as this crew can pull
>off, anyhow).  The problem...what system?  We refuse to use GURPS Supers,
>because we aren't THAT silly.  Champions would be ideal, but it's math
>intensive, and while some of us can handle it, we have one or two relative
>novices in the group who would be lost.  The more free-form alternatives
>also came up (i.e., the old Marvel Super Heroes, which we still have copies
>of floating around), which would be great for the inexperienced crowd, but
>would drive the more experienced folks (and the GM) into the asylum.  Even
>Aberrant would work, if techno-types didn't get shafted so badly (and it
>wasn't so tied to its background, and...)
>
>So the question is:  Does anybody know of a good "general audiences" set of
>rules which could pull off the genre flexibly, without requiring a
>scientific calculator?  Or are we just plain screwed?

 i have played MSH, MSH advanced, Providence, Underground, 
GURPS, Deadlands, TMNT, and several of the WoD games.  i have merely 
read DC Heroes, Champions, CORPS, Sol, Theatrix (though we have a 
Theatrix 4-color supers game in the works--did chargen last time), 
Aberrant, Brave New World, DL5A, and Xena&Herc.  

i not only can't stand GURPS, i think it's a fundamentally 
flawed system.  i find that both CORPS and Sol cover the same ground, 
and then some, in terms of appropriate genres/settings, and do it 
with a tenth the complexity and a tenth the pagecount.  and with less 
need to add more stuff just to extend it to a new genre.

 i can't stand the Storyteller system, even with the 
revisions found in the latest games.  while it produces fewer 
outright bogus results (such as the likelihood of spectacular failure 
going up with increasing skill in difficult situations), it still 
fails several necessary tests for a game system, for me.  most 
importantly, it's not simple enough to reap the benefits of a simple 
system (fast, easy use, deferring to narration over mechanical 
interpretation), nor is it detailed enough to reap the benefits of a 
detailed system (specific results, high mechanical verissimilitude), 
but it is able to reap most of the shortcomings of both extremes 
(lack of detailed or specific results to guide the SG, too much 
effort for simple task resolution).

i find Champions too much game for 4-color supers.  i want as little 
interference from the mechanics (and as little reference to them) as 
possible in that genre, even more so than in most.  GURPS is worse 
(at least Hero provides the right results, even if it is too much 
effort to get them, IMHO).  CORPS is passable, but, like GURPS, it 
doesn't work well for genres with low lethality or wide ranges of 
power (though it's better on both counts).  it would be great for a 
pulp-level supers game.

i *would* recommend getting ahold of Providence and taking a look. 
you probably only want the Main Rule Book, for your use.  it's a 
pretty great system with some of the advantages of a dicepool system 
but more mathematically sound than many.  and a good selection of 
superpowers which seem well-balanced and -defined in our (admittedly) 
limited experience.  and it runs a good middle ground in the 
complexity, IMHO--not as numbery as Hero or GURPS with lots of 
options, but a step or two up from Brave New World or MSH.

--
Nat Barmore
nbarmore@students.wisc.edu
ph.:6082513090
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