Examining this as a serious undertaking I have built my self a large to-Do list.
These things will be created in time. Not neccessarily in order either. But so far I estimate that I have over 60 pages of material finished with about another 100 to go.
Then there will be fluff....maybe.
To-Do dist is on the right
Thursday, March 5, 2009
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That is quite the list of powers. You have spent a lot of time on that part alone.
ReplyDeleteI am going to do some digging and look around a bit. I remember a time when I really loved doing what you are doing.
Slight disclaimer, I think that the Hero System was just about as perfect a SuperHero RPG as could ever be created. But I will try to judge your approach on it's own merits without too many comparisions.
A.T
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Thanks,
ReplyDeleteIt's always good to have more input on a large project like this.
Well let me ask the most obvious question first. It is an impressive list of powers. But what I was wondering about is why do you wish to detail so many rather than going for a more basic approach in the Champions style.
ReplyDeleteA small list of core powers that are then modified by special effects to become whatever you wish them to be.
I am curious about what you think the specific benefits from the way you are listing out powers.
A.T
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The biggest thing there is complexity and flexibility of players.
ReplyDeleteI tried champions a few times, nice system but some of the other players (in my group or in pick-up groups, even a DM at a store group) had troubles bending their brain around the creation process. Being creative and able to negotiate are a must for Champions.
If I want to have Ice powers that do X, Y, F, Q, & Z and the GM can only see X, Y, Z there's going to be trouble.
The other way I'm going at it this way is that many of the games I've seen have Major power X, with a,b,c,d subpowers. I'd rather just have those sub powers as individual powers, and the major power be more of a character theme than anything else. If I want my ice dude to spray ice shards and encase people in ice but not be covered in ice armor I can.
Interesting. I have run all sorts of systems and I always thought Champions was a fairly easy one as far as the initial creation process was concerned.
ReplyDeleteAlthough I think that the whole SuperHero genre is much more complex than most other RPG settings. Supers are a mix of SciFi/Fantasy/Adventure/Mystery and pretty much everything else. Science, PsudeoScience and Magic are all normal tech for a SuperHero game. So that just makes it a lot more complex overall than say D&D.
A.T
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Very true. I'm attempting to build this mostly as a frame that any world can be created around.
ReplyDeleteYou want magic..cool..stick to the artifact, ritual, verbal manifestation weaknesses. That pretty much covers a lot of the "casting" a spell with a wand and spell book concept.
You want Cyber- easy- deformity covers most of that.
You want everyday heroes? Fine remove the weaknesses and the advancement options associated with it. now characters con only start with 5 power ranks.
Psychics? Stick to the classic psi powers only and work on more psychological weaknesses (still in the works but I am planning for this). Really limiting the system for the world the GM wants to build is up to him.
Really building an open ended system that can cover