LOL! I anticipate a certain amount of teen drama, certainly. One of the GM's (doc_lemming, who's new here) better ideas has been to get us to give him, in advance, a rival/villain/walking story hook. Mine is a rich kid, also from Guatemala, with a dark common link in our past. Since he's also one of the Cool Kids, there should be some good entertainment in this.
Mutants and Masterminds, 2nd Edition (check out Green Ronin Publishing's website for the game, it's full of cool extras). It's based on the d20 system developed for D&D 3.0, but has no character classes or levels, and no hit points. It uses a textual damage system (accumulating "bruised", "staggered", and other such types of damage), and all mechanics use a d20.
I quite like it. It uses a points-based construction system, which can be confusing at times, but is still better than most I've seen before for the topic. It's very hard, of course, to design a game which can allow for the huge variation in levels of ability to be found in most American comics, which is very much the main focus of the game: four-colour American comics, Marvel/DC Charlton and so on.
I have the first Marvel Superheroes game, and the first Advanced MSH set, as well as large chunks of the DC system, and pretty much everything ever for Villains and Vigilantes. The latter is mostly a source of good adventure material, but needs some conversion.
For my two cents...it is mostly less-finicky than Hero, which I played for, literally, decades. It is not as open as (say) Truth & Justice. More sophisticated than BASH, less D&D than Four-Color, more traditional than Capes, far less concerned with "realism" than GURPS. That's naming the systems I've looked at. (I could never get my head around character construction in Wild Talents.)
What I want in a superhero game is usually a point-buy system (but ask me after I finish reading ICONS) with enough detail to build exactly the powers I want but loose enough to emulate comic books. To me, "emulate comic boos" means a certain amount of enforced soap opera, relatively few skills, flexible combat, creating exactly the power you want, and not sweating every detail. For instance, there's a thing in M&M where you can pay a hero point to just have a power for the duration of the combat. That goes a long way toward emulating the comic book aspect of "In issue 372, RoachMan did this, though he never did it again, so we
( ... )
Thanks! That's a really interesting breakdown. And fascinating news about V&V. I worked in a game store in Toronto in the early 80s, and when they cleared out their whole stock of V&V, I made sure to get one of everything, so I've got all the adventures and the main book.
I really like M&M, myself, and that's saying something, as I'd never gotten into Champions because of its pverly complex point-building system (or so it seemed to me).
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I quite like it. It uses a points-based construction system, which can be confusing at times, but is still better than most I've seen before for the topic. It's very hard, of course, to design a game which can allow for the huge variation in levels of ability to be found in most American comics, which is very much the main focus of the game: four-colour American comics, Marvel/DC Charlton and so on.
I have the first Marvel Superheroes game, and the first Advanced MSH set, as well as large chunks of the DC system, and pretty much everything ever for Villains and Vigilantes. The latter is mostly a source of good adventure material, but needs some conversion.
Reply
For my two cents...it is mostly less-finicky than Hero, which I played for, literally, decades. It is not as open as (say) Truth & Justice. More sophisticated than BASH, less D&D than Four-Color, more traditional than Capes, far less concerned with "realism" than GURPS. That's naming the systems I've looked at. (I could never get my head around character construction in Wild Talents.)
What I want in a superhero game is usually a point-buy system (but ask me after I finish reading ICONS) with enough detail to build exactly the powers I want but loose enough to emulate comic books. To me, "emulate comic boos" means a certain amount of enforced soap opera, relatively few skills, flexible combat, creating exactly the power you want, and not sweating every detail. For instance, there's a thing in M&M where you can pay a hero point to just have a power for the duration of the combat. That goes a long way toward emulating the comic book aspect of "In issue 372, RoachMan did this, though he never did it again, so we ( ... )
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I really like M&M, myself, and that's saying something, as I'd never gotten into Champions because of its pverly complex point-building system (or so it seemed to me).
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