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Supers Games: Whatcha Like?

Started by Zachary The First, September 03, 2006, 10:48:27 AM

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Sosthenes

Some of my current players don't particularly like super hero role playing (they've read too much old DC comics and think it's kinda silly), so the last time I actually played was the old Marvel Super Heroes.

From the current crop, M&M looks particularly tasty, I might sneak that upon my group in the guise of another genre. I've still got Godlike laying around, which doesn't look half bad. Certainly not four-color stuff...

I still got quite a few supplements for Underground. Rather strange, but decent rules and the background is quite interesting. Sadly all the pictures are a little bit over the top, so it might be hard setting the right mood.
 

Pete

One thing I forgot to mention that I like about FASERIP is the separate stat that's for Fighting rather than having a character's combat prowess based on either Strength or Dexterity/Agility; the latter being a particularly notorious stat that is overpowered in many games.
 

Silverlion

Quote from: MoriartyOne thing I forgot to mention that I like about FASERIP is the separate stat that's for Fighting rather than having a character's combat prowess based on either Strength or Dexterity/Agility; the latter being a particularly notorious stat that is overpowered in many games.


Yeah, I liked that myself. Could be a great fighter without godly strength and agility. On the other hand I didn't go that route in Hearts & Souls because quite a few comic characters rely on innate strengh (Hulk, Thing), or Agility (Daredevil, Nightcrawler) to fight as I percieve it from reading comics--they're not "the best" but they're capable because of those traits. Of course H&S doesn't care, a person could use ANY trait for combat if they really want to--skill, raw talent, being tatically smarter than ones opponant (Julian from Amber IIRC)
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RPGPundit

I am unsatisfied with any and every Supers RPG.  The closest I have found to how I envision supers ought to be played is Truth And Justice.

That said, at the moment I'm actually RUNNING a superhero campaign (Legion of Superheros).  I'm using the D20 Star Wars rules as the engine for the basic system itself, and most of the powers come from Silver Age Sentinels D20.  It works very well, but only for something like the Legion. It wouldn't really work, for example, with the Justice League.

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Pelorus

Quote from: SosthenesSome of my current players don't particularly like super hero role playing (they've read too much old DC comics and think it's kinda silly), so the last time I actually played was the old Marvel Super Heroes.

I had the same experience with some players who had no problem playing jedis in Star Wars, angsty vampires, high level D&D characters and 23rdLetter psychics but refused to play superhero games....

....so I did a bait and switch and they loved it...
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Knightsky

My favorite SHRPG for long-term campaigns is MEGS/DC Heroes.  However, for quick one-shots and pick-up games, V&V is my choice for fast and furious fun.
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Maddman

I don't much go for traditional superhero games, never been a comic reader.  So the whole spandex outfits and cheesy names thing kind of leaves me uninspired.  Though two of my favorite current games are really supers with other trapping: Buffy and Exalted.  They dress it up in the garb of horror and fantasy but at their core are about super-powered people living in a mortal world and what they decide to do with that power.
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Bagpuss

Quote from: S. John RossAs a player, I like Champions/Hero, provided the GM handles all the rulesy bits. And builds my character for me. And wipes my nose :)

So true, at least for the first few times you play it.
 

flyingmice

The only supers games that made me want to play supers are Hearts & Souls and Truth and Justice, both in somewhat different ways.

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Ian Absentia

For years, I always thought that Chaosium's SuperWorld was the one and only superhero RPG for me.  Then I got around to realising that, while I spent years creating characters, I never managed to get a campaign off the ground past the first session.  I looked at other games, too, many of which allowed the versatility to recreate the sort of characters I'd read from comic books, but they failed to capture the actual flavor of superheroics in play.

Then I came across Bruce Ferrie's superhero rules for HeroQuest and everything seemed to just fall in place.  Just like in the comics, relative power levels are all hand-wavey and can be interpreted fast and furiously in accordance with the needs of the adventure.  Despite my great enthusiasm for the forthcoming Wild Talents (which owes greatly to SuperWorld, in fact), I have to confess that light and breezy seems to be the way to run superheroics for me.

!i!