Difference between revisions of "Talk:Super Heroes"

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JASON: Another possibility is White Wolf's Aberrant: http://en.wikipedia.org/wiki/Aberrant_(role-playing_game).  Havent given it a shake yet, but it looks very flexible and playable.  I think you hit something there that was missing from Exemplars as well: the heroes not only need a niche, but they need to be on the same page.  I had hoped the preludes would put them there, but they didnt.  Everyone needs to be in the same world conceptually, and they need to want (or agree to play in) the same story.
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=Postmortem discussion=
  
--[[User:Edmiao|Edmiao]] 13:44, 5 May 2008 (MST) everybody know that i am itching to play a supers gameviho ciquala is probably the character i spent the most time on everso count me in gung hohis theme: little man overcomes innate problems to become successthe american dream.
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[[User:Edmiao|Edmiao]] I very much liked the episodic nature of supers, and i think that worked quite well.  It really captured the comic book genre well, with some villians captured, and others getting away, but us being too busy to spend all our time in a particular episode trying to track down a bad guy from a previous episodethey were out there in the mist somewhere, or in jail stewingI agree, the episodic nature means a fast paced plot, which means a lot of preparation, but also a more fun game for me.  I get bored trying to weasel information out of some reluctant NPC for too long.   
  
JASON: One more thing about Iron Man. Even though it was only hinted at in the movie, Tony Stark/Iron Man is more than just the future, his character is about conquering demons, especially very strong ones. He is a raging alcoholic who has lost control of Stark International on multiple occasions (once to Obadiah Stane, who renamed it to Stane International), yet he always finds a way to inspire himself to fight back. He was given great talent, and he worked very hard, but his character flaws have almost destroyed him many times. What is so interesting is in the end it seems that what makes him who he is, and what makes him successful, is more the will and the work than the inborn ability. It illustrates how even the supremely talented can be 'self made'.
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One way to use the hero system to allow characters to be more flexible in their superness would be to allow VPP to all characters, and be generous about their use in game as folks think up a new power. trick would be not not slow down the game, but i think if the focus stays on cinematics rather than exact power construction it's doable. All the big superheroes essentially have VPP.
  
--[[User:Matts|Matts]] 14:11, 5 May 2008 (MST)That's just what I'm talking about with respect to themes: reducing a character to a single theme isn't appropriate, and a character's tertiary themes are still very integral.
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Some of the sessions where we really shined were when there were only two people present, i think at that small census it really lends itself to a faced paced session, which is genre appropriate.  one thing about having more folks around is that characters scatter to the wind to investigate this or that, and it's hard to keep up the pace.
  
--[[User:Gdaze|Gdaze]]--  I'd love to play supersGive me comicie goodness!  I like most of what you put, as long as character generation is strictly watched by the GM (you).  I love supers, I mean I'd REALLY like to play itIt'd be cool if we started out with heroes being kinda... just there and then edging into something like the Marvel Civil War series where heroes are required to register... though that could tear the group apart.
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i enjoyed the villians and the combatsthere was often a hint of something bigger going on in the background, and many plots started to intersect each otherinteresting for a building plot with an episodic nature, but true episodic plots may have disconnected storylines.
  
Anyway, totally down, even more so cause it uses the hero system which I really like.
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I quite enjoyed Viho, and put a lot of time into making him, i think this is thanks to the fact that he's recycled from exemplars, so i had a lot of time to mull over his persona in my head.  he was also very super-like because all his powers were essentially VPP: followers bought with multiples, vehicles bought with multiples, super-scientist gives every science skill.  one worry i had was that he would over-dominate the game world because he had the base and he was rich and he was well known; this made him the de-facto leader/spokesman of the group.  I tried not to let him overrun the plots and I think it worked out ok.  very entertaining to play him.
  
Also I think Ironman was a fantastic moviePlus powered armor is just freaking awesome.
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'''GABE:'''
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I actually didn't know we were just gonna stright cancel the game..Um anyway, I liked the game.  I liked most of the villains, and the whole those with power vs. those without.
  
Something I'd like to see in the universe is how do norms deal with the super powered beings. Oh man, are you really thinking of running thisDon't tease me...
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While not having huge arcing stories is nice, I fealt maybe the episodic nature maybe wasn't episodic enough? Does that make senseThe fights went pretty well as far as the Hero system is concerned.
  
JASON: Another big key is that not only does every character need a reason to be part of the story, they need a reason to work with the rest of them.  The composition of the group is very important. It might be ok to have a reluctant hero, but you cant have two reluctant heroes and one character who makes a career of being uncooperative. Any of those might work individually, but you cant have all three in a group of 6 or 7It is also very difficult, and I would say a bad idea, to have heroes of different strains in the same story; in other words, Spawn doesnt star in the same book as Captain America for a reason (and its not just because one is Image and the other Marvel). Their themes, methods, and entire lines are not compatible. It may be appropriate to have a single exception (a goody two shoes in a dark themed game), but a split over which way the storyline is to go will fracture a story very quickly.  Superheroes are about archetypes much more than other types of games.  I have thought immensely about the failure of Exemplars v1.0, and I think the problems were obvious and its likely they could have been avoided had I took a proactive approach with the themes the same way I did about balancing the numbers on the sheet. I dont think you will fall into the traps I did.
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I'm going to be blunt, one of the biggest problems was GM cancelationToo many times for this game it would end up being canceled, so it made me wonder if the game would even run and not really get hyped for it, I don't like being disappointed so I worked on the idea it would be canceled.
  
--[[User:Matts|Matts]] 15:14, 5 May 2008 (MST)I'd love to run it, but there's a fixed cost of writing up everyone's villain and negotiating backstory that I don't have the time for right nowIf or when I run this that'll mean the end of WFRP too, since it wouldn't be fair to run two games at once, and I can't dedicate that kind of time.
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I think the whole this story will run for X meet ups is a great idea.  But overall I really enjoyed the gameAlthough I'd love to find another system for supers that is a bit easier.
  
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[[User:Edmiao|Edmiao]] I'd be up for bringing the game back for one shots or short arcs.  folks could try out new characters in the gameworld as desired.
  
--[[User:Gdaze|Gdaze]]--  First off, YES JASON.  As in, I agreeMaking sure the characters have similar goals is important, even if the goal is simpleFor example in Werewolf I was very strict with character creation. If everyone has a different arch-nemsis it might cause a few problems (Oh please, Sarcastro is your problem, not mine!)
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'''GABE:''' I think that is a great idea EdThe world is fairly well established with known villains, and lots of room for new heroes.  I really did like the world Matt made.
  
That said I think it'd be good to start the team out as a super group. That way characters can share a few arch-rivals and one or two characters could have an arch rival of their own (Wolverine & Sabortooth... Omega Red...)
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--[[User:Dieterthebold|Dieter the Bold]] 11:17, 28 July 2009 (MST) Matt, don't blame yourself in any way for me not playing. I was just super(hah)-unenthused about a game that wasn't all serious. Which is rather crazy, since even our serious games have a lot of humor. Honestly, even if you had worked with me 1-on-1 to set up a character and nemesis, I would have had to work myself up for the game each night. And I'm a lazy, lazy man. Looking back on it, I might have been able to do it if you had gone with your 3-episode arc. While I normally love great big arcing campaigns, if I'm not too enthused about something, I'd have a better chance getting my energy up if I knew I only had to focus on some specific plot or issue for 3-sessions or so. And then when we got together next it would be something different.
  
Also the mood of the game is really important.  Like is it marvelish?  Image?  Stuff like that.  Well as far as WFRP goes, and no offense, but I think it will go fairly fast from the point onward.  No more running about trying to make deals, it is WAR!  YEAH GITTIE UP!
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=One-Shot discussion=
  
--[[User:Gdaze|Gdaze]]--Also Matt, cause really this has me really excited (By the way Jason I enjoyed Examplers for what it is worth, Matt #2 was a good GM as well!).  I would suggest reading Kingdom Come for DC, or even the House of M series for Marvel (I have both!).  The first I believe to be well, just amazing, the power dynamics of the world totally shift when you have a person like Superman (always a potential near undeaftable tyrant), and House of M shows, well what would it be like if there were tons of mutants or super powered beings.  Okay, five hours of sleep, rant done.
 
  
--[[User:Edmiao|Edmiao]] 16:44, 5 May 2008 (MST) i'm very excited about thisalso please note that while i am enthusiastic about playing viho, i would not limit myself to him if he turned out to be a bad fit for the groupI agree strongly with gabe that the gm should be strict with character backstory and personality to ensure that a group is cohesive.  lots of loners makes for a lot of downtime for all.  I have tried in WW to keep the group together more, in hope of minimizing downtime for folks, separate plots are very evident in WFRP.  Two styles to generate a group: 1) we just met and 2) we have known each other a long time.  If you go with option 2 we could all post backstories, and then cross intergrate them by wiki editing, this may work better than prequils did.
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--[[User:Gdaze|Gdaze]] 14:52, 27 July 2009 (MST) Well, I've been reading M&MI have to say that sometimes the rules aren't very clearly written, but I haven't even gotten to the powers section yetThat said, we are looking at a system where you roll ONE DIE for everythingMore dice is nice (oho!) but I think we've agreed that we want hero combat to be simple.
  
I like the idea of character arch enemies and think that a cohesive group would stick together to combat them.   
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I actually think the idea of no HP is neat.  I disliked Hero because unless you had assloads of defense you'd get stunned all the time, that doesn't happen in comics.  Characters take a beating.  In hero, even with the power limits, characters would take either no damage, or tons of itOr at the very least be stunned.  I hate the stun rules in hero.  Nothing is fun about being taken out of combat by one hit, and to me it just doesn't seem superish.
  
additional comments on [[Talk:Exemplars]].
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M&M has limits on powers and stats built into the system, yay!
  
--[[User:Gdaze|Gdaze]] 22:40, 5 May 2008 (MST) Eh, I'm just gonna keep talking here!  Actually my dude (ette) in WHFRP has no goals that have stayed for a long time, except "get rich" which still hasn't happenedMy guy can barely afford to even eat yet rubs noises with high brows all the time!  So you know what, I decided to take out the muthafucking Emperor himself!
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I'm all for hero one shots, I was even gonna run a one shot with M&M if you weren't.  But I'm going to be pouring over the rules tonight, I'll post with my findings.
  
Ahem.  Anyway.  I think we shouldn't do the just met thing.  At least known each other for a long time.  I think every character can have a theme on a team, as long as the team theme is always what the story comes back too.  I mean ol'Wolverine has to deal with his past, Cyclops with being boring, Arch-Angel with his time spent under a villian, etc, etc.
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[[User:Edmiao|Edmiao]] all for it, any way you roll/role play it.  I suggest that if we do some one shots, and some folks were not enthused by their characters that they could make up some new ones, or assume an NPC from the game.
  
This is kinda off the wall but how about aliens? They are present in a lot of comics but humans never seem to travel off world (this always bothers me)It'd be kinda neat if maybe Mars had been colonized or something, I dunno, maybe just me!
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JASON: Just to make a suggestion here, the stunning happening too often is not a knock on the system, its the characters. This has never happened in a game I have played in or runThe problem isnt your defenses being too big or small, its the attacks being too big.  This is why campaign limits are important.  And as for stunning in comics, it does happen: anytime its story appropriate.
  
--[[User:66.235.37.222|66.235.37.222]] 22:51, 5 May 2008 (MST)Ok, I'm getting more enthusiastic by the minuteWould people be ok with putting WFRP on hiatus (sorry Brandon) and going for supers?
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--[[User:Gdaze|Gdaze]] 09:45, 28 July 2009 (MST) Really?  Killing attacks tend to do assloads of stun as well.  Also talking about how stunning does happen, when its story appropriate is not the point I'm talking about.  I'm saying it doesn't happen every other panel. I would say that if a system has that come up, it is partly the system as it has no built in ways to help thisFar as I know the hero book doesn't suggestion anywhere how to help doing 8 billzillion stun.  The system you came up with worked, but a system should at least suggest something.  Of course I have an old 5th edition book, not revised.  I like the hero system for stuff like fantasy, or sci-fi, even super spy stuff would be great.  But when it comes to heros, I think there is too much stuff to keep track of.
  
--[[User:Gdaze|Gdaze]] 23:15, 5 May 2008 (MST) Um, can we at least have a huge combat against the final dudes?  I mean can you really be ready that fast?
 
  
--[[User:Gdaze|Gdaze]] 23:19, 5 May 2008 (MST) '''And fix your page stretch dude, it is awful.''' I am just worried this would be too hastely put together and characters made and bam, we end up with all the same problems.
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Anyway, been reading through M&M.  And so far I'm liking what I'm seeing.  It has Feats, which are not powers but give you neat little thingsOne of my favorites is Master Planner, which is if you pick the location of the encounter ("We'll jump them here!") and you make some skill roll, you give you and all your allies bonuses for a number of rounds, then the bonuses slowly drop off round by round.  It also happens during the encounter when you want it to.
  
I'm totally fine with combat and duking it out with super villians, in fact I hope there is at least a decent amount of this.
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However one thing is that values seem to change a lot.  And certain feats allow you to switch things up but you still have to take into account the power limits.  I'm just starting to read up on powers but it seems pretty neat.  For example, if you buy light control, you can add a power to it that gives you a blast, then you can either use the light, or the blast, and this way you don't have to buy a completely different power.
  
BEN: I assume that he doesn't mean switch next weekbut since there are several people itching to switch out of WFRP, it sounds like Matt has an idea that has popular support.
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JASON: You cant compare a game to a comic, same with a movieIn both you have a writer who has full control of all characters and doesnt have to listen to their players whine when things arent their way.  Everything only happens when its story appropriate.  In games, that doesnt work.  It just doesnt work to compare games with stories or comics or movies or anything.  They are incompatible genres.
  
--[[User:Gdaze|Gdaze]]-- Maybe we should do something like pool our points into a base or something if you'd allow it? Even five points from six or so people is at least a start for a base...  Also unsure if you want to leave it that open, I like the power catagories that Examplers had.
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With killing attacks, its a superhero game, you shouldnt be using them. Superheroes in the vast majority of cases dont use killing attacks, and those that do are anti-heroes.  The problem is players are gaming it, making guys that do the most for the points, not guys that make sense given the concept. Had those characters purchased more appropriate powers the stunning thing wouldnt be an issueAnother way to severely limit getting stunned is to buy damage reduction instead of large defenses.  A character with 15 PD, 20 CON and 25% damage reduction gets stunned on damage rolls of 47 or greater, which isnt very likely.  You could also buy 50% damage reduction with the limitation (-1) only to prevent stunning, or what is probably a better deal 15 extra CON only to prevent stunning (-1).
  
--[[User:66.235.37.222|66.235.37.222]] 08:26, 6 May 2008 (MST)I can't really prepare both WFRP and this game - work is going crazy right now.  Also, there aren't really any final dudes in WFRP to lay out right now... did you have any specific ideas?
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Be careful with M&M and all of the feats and powers. There is one, the one that makes you rubbery, which pretty much makes you immune to damage. There are plenty of others that are ridiculously overpowered. Read them all carefully and disallow the ones that are broken. I know the game is popular, and for some reason well liked, but its got flaws. I hope it all works for you!
  
As is pretty explicitly stated on the page here, this game depends a lot on the concepts and themes you guys send my way.   Email me what concept you have, and we can get the themes to where they're workable for the game.
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[[User:Edmiao|Edmiao]] I think in the hero system it is just very important for the gm to make firm limits and redirect character creation to make it more genre appropriate. i think a gm should feel free to tell a character that they need more defense and another that they have too much defense.  i think in our oaaaa game we are getting dangerously close to that precipice with prevalent killing attacks, some characters with insane resistant PD and others with none.  recipe for escalation of enemy attacks and lethal outcomes on weaker characters.  ie, ben should tell me to buy more resistant PD.  which i think i will do with my xp before the next session.  I'd hate to see my character die at the hands of Brandon's rPD.
  
--[[User:Matts|Matts]] 08:34, 6 May 2008 (MST)Also, that page stretch totally isn't my fault! You try making a bulleted list some time, and see how it turns out, web ace!
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--[[User:Matts|Matts]] 21:59, 28 July 2009 (MST)I should mention that my issues with the hero system have nothing to do with balance, really, and more to do with how much combat tended to drag. Ideally, we'd have a system that moved quickly, and worked in favor of big, flashy, punchy fights.  If it's a system that has a large playerbase and is well-tested, then that's good, because it means that big issues are probably identified already and we can anticipate them.
  
--[[User:Edmiao|Edmiao]] 08:42, 6 May 2008 (MST)I'm all for starting this game asap.  That said, a week or two of wiki based character integration i think is a good thingThat said, this friday is planned wfrp, and i will be absent.  I'd love to attend the first session of supers.  that also said, placing conditionals on any game is bad, and i think we cannot hold a game back for 100% attendancethat said again, ben and i will be gone this friday.  so you blokes just enjoy your circle jerk. nuf said
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--[[User:Gdaze|Gdaze]] 10:44, 29 July 2009 (MST) I don't think you could become totally immune in M&M because of the built in limitsAnd yes, that was the major problem with the hero system, combat dragged on, but not really because the fight was taking long, in fact most fights only lasted 24 secondsBut because having to calculate out everything and taking into account all the rules really dragged it outLike draining or aiding someone?  I'd buy my powers so they wouldn't affect figured charateristics, just because it was too annoying to deal with.
  
--[[User:Brandon|Brandon]] 10:55, 6 May 2008 (MST) Sigh.  At the moment, I'm pretty excited about my WFRP character.  I mean, 'cause he's new and all.  But once summer comes (in six weeks or so) my ability to attend gaming will be significantly hampered, because I'll have to work a bunch of Friday nights, I'll be traveling a fair amount, and, um, I'm getting married (out of state)So, it would be unfair of me to attempt to extend WFRP longer than its natural ending point.  That said, my only contribution to the Heroes/Exemplars conversation is to say that I'm still pretty baffled at the ending of Exemplars.  I've read what's been written, so I have an idea of the others' perspectives, but in my mind things were going reasonably well in the way that brand new games usually go before the dynamic settles down.  I didn't see anyone jump over any shark.
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I'm just trying out M&M because of a lot of people who had the same issues with Hero suggested M&M.  I'm not totally sure M&M will be the system we are using for a supers game, but may be worth a shot.
  
--[[User:Edmiao|Edmiao]] 11:16, 6 May 2008 (MST) i agreeCongrats on getting married, i don't think i knew you were engaged.
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BEN: I'm a storyteller, not a WoW AI.  Enemy attacks, and who they are directed at, line up with the story I want to tell.  it being a heroic epic, nothing that will turn Aefra into paste is likely to come her way, barring gross errors by the PCs (see "Galen gets stabbed in the throat for 24 body", episode??).  And even then, there will usually be an out.  That being said, I do like balanced characters...
  
BEN: I love my WFRP character and I have a lot of fun in that game...your character, brandon, also seems really cool.  I'm willing to switch to supers because it sounds like some people aren't enjoying WFRP so much anymore, and I think I could have fun in a supers game as well...the primary goal being for all of us to enjoy ourselves.
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--[[User:Gdaze|Gdaze]] 12:07, 29 July 2009 (MST) Well right, and thats what I mean about the hero system.  But then again that is a Fantasy game, not a hero game.  I think hero works well for fantasy, sci-fi, but when it comes to supers, there is so much going on, it just bogs down combat.
  
--[[User:Gdaze|Gdaze]]-- I like my WFRP character too, but there just isn't much to doBut DIETER, you into this?  I remember you saying you didn't like supers? (yet you like comics...)  Man what to play... I almost want to do power armor... but that stepping on Viro's toys too much? Man I just went up and picked up that new Ultran story for Avengers...
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--[[User:Brandon|Brandon]] 14:28, 29 July 2009 (MST) That's itNext time I play I'm totally attacking Aefra with my rPD! Ben, you should anticipate this and look up how I should roll that.
  
--[[User:Edmiao|Edmiao]] 13:07, 6 May 2008 (MST) his toes are small, hard to step on. if you want power armor, he could have made it for or with you.
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--[[User:Gdaze|Gdaze]] 12:54, 28 August 2009 (MST) MATT!  Would you like to try running a M&M one shot, sometime soon? I have a question and was wondering if maybe you knew the answer.  When you buy the alternate power feat, do you then get that alternate power for only one point?  As in you don't need to buy it up?  It seems so cheap, but on the other hand if you DO have to fully buy the alternate power, it seems pointless as you can't use it at the same time. Your take on this?
  
I've never had anything to do in WFRP.  iggy kind of drove the plot and elrin was a tag along Towlie character "I have no idea what's going on".  Partly my fault cus erlin was crazy, partly the main plot drivers Iggy and Dim were super secretive individual characters and there was no group unity that I could detect.  now jacob is the newbie and seems to have little purpose as well.  i've thought up stuff for him to do but it's mostly just being a rabble rouser and i think few of the other characters would be interested (feel free to view rabble [[Secret GM Info for Jacob]]).
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=Thematic Clarification=
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A clarifying (as in butter) discussion from Dieter's talk page:
  
Deiter doesn't like supers?  nor werewolf?
 
  
--[[User:Matts|Matts]] 13:43, 6 May 2008 (MST)What does Lee think about this? Lee?
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--Dieter the Bold 17:11, 10 June 2008 (MST) Let me rephrase it this way: Are we like (1) Fantastic Four/Spider-Man (lone superheroes in the world but everyone seems to like us and be all cool, for the most part), (2) Batman (where no one really knows too much about us, passes us off as kinda' a myth, but those in the know thinks us a threat), or (3) X-men (feared and reviled)? I'm all for helping people and the like, but a lot of the mythic stuff superheroes do is only vaguely connected with "helping people". Usually, saving the planet from alien domination or destruction. There are definitely lots of "help small group or lone individual", and definitely guardians of a specific place stories, but in terms of mythic, at least how I understand it, it really doesn't have too much specifically to do with particular people.
  
--[[User:Edmiao|Edmiao]] 13:55, 6 May 2008 (MST) I'd like to state for the record that Matt, as GM, should have never let me play Elrin.  he was a bad idea, and i will accept guidance in the future.
 
  
--[[User:Gdaze|Gdaze]]-- Yeah, but Matt seems to also want everyone to at least have their idea on the table, kinda why he likes DiTV, you get to say what you think will happen. That said Matt, if a guy doesn't look good, just tell us flat out if you don't think it fits!  Like this D&D game I'm doing. "I wanna be a monk."  "No."  "Why not?  I think I can make it work..."  "It doesn't fit, they never getter better with equips.."  Just tell us!
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JASON: I dont know anything about your game theme, but I do have an understanding of the game mechanics of this idea. When I said symbiote and organism before, I meant those as abstractions. In reality, your character is an extremely powerful and elegant collection of machine code that exists within the electronic framework of whatever device it inhabits. You could make a robot body for convenience, or you could jump into one of the PCs phones and be in their pocket, that wouldnt matter. In game terms you have Mind Control vs electronic class of minds, automaton power doesnt take stun from physical attacks (the host device does, however), and Extra Dimensional Movement only through electrical circuitry. You could hack into opposing computers (using mind control), sabotage devices carried by enemies (Body Drain vs electronic devices) or look through security cameras (Clairsentience).
  
Hey Dem isn't secrative at all!  She has always let the characters know what her intentions are!  In fact, Dem hasn't kept one secret from the group save Elrin... that was a protective measure... Well taking out the Emperor is purpose right?
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--Edmiao 17:34, 10 June 2008 (MST) matt wrote: "Theme-driven: The best heroes are quasi-mythical, and are about something - they have themes. Heroes for this game will have primary themes, the essential story of the character. The theme of the overall game is about "outsiderness" (since everyone will be neccessarily different), either fore- or backgrounded by the intersection of the themes of all the heroes. Which is to say, I'm sure the group's heroes will share some very interesting themes, and I'd rather have the game be about stuff the players have built into their characters than something I've arbitrarily decided." Thus, i would interpret this to be, if you want to play batman darker setting, make batman. if you want to play lighter, make spider man. He will adapt the game world to you. I would interpret that the world will react to the characters based on their actions. if they are heroes then they will be seen as heroes. if they wreak damage all over the city blithely during combat then they might be viewed in a darker tone. Matt, this correct?
  
Man not sure what I want to play.  I just picked up The Ultron Intative, Avergners.  It is really neat, and I love the part where Marvel Girl and Tony Strak are building the team.
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--Matts 17:48, 10 June 2008 (MST)Perfect, thanks Ed!
  
--[[User:Edmiao|Edmiao]] 14:38, 6 May 2008 (MST) when Dem went to hire the fire general, were others in the loop, maybe it was just my Towlie syndrome.
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--Dieter the Bold 18:02, 10 June 2008 (MST) Okay, definition understood. Explanation needed on how, as random example, my Captain Marvel character's theme will be fitting in with Gabe's Daredevil's character's them and Ed's Tony Stark theme? (I know those are totally not (except for maybe Ed) the heroes we're theming our characters off of). I'm still seeing a disconnect between group loyalty and activities (which can be simply arranged) vs. the actual themes (I must crawl among the scum of the sewers to protect that little boy over there vs. I fight the grand Illuminatus in a battle of the minds for control over the Worldstone and the fate of humanity). I hyperbolize because I'm not sure how to shrink it down to more specifics. Also, Jason, you're nailing it on the head for what I'm thinking. Thanks, and awesome.
  
--[[User:Gdaze|Gdaze]]-- Yeah, she had a letter, that was the whole point of the trip was to give him the letter.  Least for me it was, and she told everyone hey I got a letter to give this dude.
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--Matts 21:23, 10 June 2008 (MST)What you're describing is basically the JLA or the Avengers - How does the agenda of a Norse God line up with that of an abusive scientist and a cold war relic? The answer, at least as I see it, is this: Each story arc, a hero could be highlighted - Batman calls in the JLA cavalry when the heat gets high in Gotham; Aquaman can't just can't take it anymore and has to be retrieved from the depths of the sea; Wonder Woman is castigated by her Amazonian whatevers and drags the team along on a vision-quest.
  
BEN: honestly, ignotus spent most of his time trying to capitalize on other people's ideas and trying to make those things easier for the group. Some of that was done using magic, including highly questionable magic, and given particularly elrin's response when he did something wayward, Ignotus was very afraid of getting killed for taking "questionable" steps. Admittedly, Ignotus had a few major secrets, one of which I was trying to find an excuse to share with people, but it got sidelined by our politicking (except when giant rat monsters tried to eat me).  I tried to stay up on Dementis' plans, because I felt, especially over the last 4-6 sessions, that those were the plans that drove pretty much all our actions (or at least I was focused on enabling/profiting from those ideas)
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Translated to the context of this game, think of it this way. I'm gonna take all the themes for all the characters and put them in a bag. Each story arc, I'll pull out themes until I feel I've got a good basis for a story, choose some villains for it, and build a scenario. As the game progresses, a history will develop, and I'll pull from that too.
  
--[[User:Dieterthebold|Dieter the Bold]] 15:53, 6 May 2008 (MST) Currently enjoying WHFRP. Loved Iron Man, but not a huge supers fan. The huge variety of genres in the comics-continuum and the weird balance between "powers that make sense" vs. "oh, you just made wolverine" make it hard for me to come up with an appropriate character and get my mind into it. Plus, my gaming preferences are for ''doing'' things. And by that I mean literally doing things, in all their mundane-ness. So, I'd hate to just toss WHFRP out the door and I'd need a lot of brainstorming plus co-op time in order to put something together. So color me reluctant.
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So, to directly answer your question: Sometimes the group will be examining the ravages of capitalism courtesy of Tony Stark, and sometimes the group will be slogging through the mud protecting homeless babies. Hopefully, Captain Marvel gets some needed perspective out of helping clean up the streets, and Daredevil can't believe it when he helps defeat Proctor Maximus Devourer Of Worlds.
  
--[[User:Gdaze|Gdaze]]-- Yeah... that balance is hard to reach.  I really want something that fits together well but isn't just a stright copy.  So far it seems we have tech and magic, which I like. I'm gonna go home and scan through some comcis, maybe pick up the ones at my dad's house to browse through for ideas.  http://en.wikipedia.org/wiki/List_of_Marvel_Comics_characters
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If everyone's theme was the same, then every session would be the same. I'm sort of forcing at least one common theme (you are different from the common man), but to me the more themes the better, kind of like how a five color deck is fun: the interactions between discrete elements can be surprising and entertaining.
  
That is a fairly cool link. Lots of info to be had and might spark something.
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--Gdaze 21:28, 10 June 2008 (MST) Yeah... we are a super TEAM, thus I believe there should be a theme that covers all of us kind of, while allowing times for each person's own theme to come to the front. As long as we aren't always just digging stuff up all the time! Kekeke.
  
--[[User:Edmiao|Edmiao]] 07:52, 9 May 2008 (MST)Well, Dieter is reluctant, any word from Lee?
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--[[User:Dieterthebold|Dieter the Bold]] 17:44, 17 June 2008 (MST) My vote for name: The Gemini League. As much a danger to each other as to our enemies.
  
--[[User:Edmiao|Edmiao]] 10:46, 13 May 2008 (MST) did y'all discuss on friday?  Lee and Brandon interested?  Dieter converted?
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--[[User:Edmiao|Edmiao]] 20:37, 17 June 2008 (MST) don't even joke about that.
  
--[[User:Dieterthebold|Dieter the Bold]] 10:58, 13 May 2008 (MST) Discussed, but memory fails me what Brandon said. No one's heard from Lee in a long while. I remain lukewarm, but it seems like this thing is happening, so it's not like I'm just going to skip or quit. I'll work with Matt and figure some kind of character out.
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'''GABE:''' No... that would be every other group we have, lets work together this timeThat said, what is gonna be our nameIt should incoperate magic and technology. The Technocrats!
 
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--[[User:Matts|Matts]] 11:17, 13 May 2008 (MST)Brandon certainly didn't express any objection to me beyond his attachment to "smoke and fire". Which could make for a fantastic supers character...
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--[[User:Gdaze|Gdaze]]--  What was up with Friday?  We were really on the ball that day...
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Oh... my... god... Now he NEEDS to make a guy called Smoke and Fire.
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Hey Dieter, thought of doing a powered armor dude?  Cuz I ain't letting you play a detective, mwuhahaha.
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But really, we have this whole techish magic thing goingOr even a spell casterMy book o'spells I got for the Hero system is full of great ideas and examples.
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Latest revision as of 13:54, 28 August 2009

Postmortem discussion

Edmiao I very much liked the episodic nature of supers, and i think that worked quite well. It really captured the comic book genre well, with some villians captured, and others getting away, but us being too busy to spend all our time in a particular episode trying to track down a bad guy from a previous episode. they were out there in the mist somewhere, or in jail stewing. I agree, the episodic nature means a fast paced plot, which means a lot of preparation, but also a more fun game for me. I get bored trying to weasel information out of some reluctant NPC for too long.

One way to use the hero system to allow characters to be more flexible in their superness would be to allow VPP to all characters, and be generous about their use in game as folks think up a new power. trick would be not not slow down the game, but i think if the focus stays on cinematics rather than exact power construction it's doable. All the big superheroes essentially have VPP.

Some of the sessions where we really shined were when there were only two people present, i think at that small census it really lends itself to a faced paced session, which is genre appropriate. one thing about having more folks around is that characters scatter to the wind to investigate this or that, and it's hard to keep up the pace.

i enjoyed the villians and the combats. there was often a hint of something bigger going on in the background, and many plots started to intersect each other. interesting for a building plot with an episodic nature, but true episodic plots may have disconnected storylines.

I quite enjoyed Viho, and put a lot of time into making him, i think this is thanks to the fact that he's recycled from exemplars, so i had a lot of time to mull over his persona in my head. he was also very super-like because all his powers were essentially VPP: followers bought with multiples, vehicles bought with multiples, super-scientist gives every science skill. one worry i had was that he would over-dominate the game world because he had the base and he was rich and he was well known; this made him the de-facto leader/spokesman of the group. I tried not to let him overrun the plots and I think it worked out ok. very entertaining to play him.

GABE: I actually didn't know we were just gonna stright cancel the game... Um anyway, I liked the game. I liked most of the villains, and the whole those with power vs. those without.

While not having huge arcing stories is nice, I fealt maybe the episodic nature maybe wasn't episodic enough? Does that make sense? The fights went pretty well as far as the Hero system is concerned.

I'm going to be blunt, one of the biggest problems was GM cancelation. Too many times for this game it would end up being canceled, so it made me wonder if the game would even run and not really get hyped for it, I don't like being disappointed so I worked on the idea it would be canceled.

I think the whole this story will run for X meet ups is a great idea. But overall I really enjoyed the game. Although I'd love to find another system for supers that is a bit easier.

Edmiao I'd be up for bringing the game back for one shots or short arcs. folks could try out new characters in the gameworld as desired.

GABE: I think that is a great idea Ed. The world is fairly well established with known villains, and lots of room for new heroes. I really did like the world Matt made.

--Dieter the Bold 11:17, 28 July 2009 (MST) Matt, don't blame yourself in any way for me not playing. I was just super(hah)-unenthused about a game that wasn't all serious. Which is rather crazy, since even our serious games have a lot of humor. Honestly, even if you had worked with me 1-on-1 to set up a character and nemesis, I would have had to work myself up for the game each night. And I'm a lazy, lazy man. Looking back on it, I might have been able to do it if you had gone with your 3-episode arc. While I normally love great big arcing campaigns, if I'm not too enthused about something, I'd have a better chance getting my energy up if I knew I only had to focus on some specific plot or issue for 3-sessions or so. And then when we got together next it would be something different.

One-Shot discussion

--Gdaze 14:52, 27 July 2009 (MST) Well, I've been reading M&M. I have to say that sometimes the rules aren't very clearly written, but I haven't even gotten to the powers section yet. That said, we are looking at a system where you roll ONE DIE for everything. More dice is nice (oho!) but I think we've agreed that we want hero combat to be simple.

I actually think the idea of no HP is neat. I disliked Hero because unless you had assloads of defense you'd get stunned all the time, that doesn't happen in comics. Characters take a beating. In hero, even with the power limits, characters would take either no damage, or tons of it. Or at the very least be stunned. I hate the stun rules in hero. Nothing is fun about being taken out of combat by one hit, and to me it just doesn't seem superish.

M&M has limits on powers and stats built into the system, yay!

I'm all for hero one shots, I was even gonna run a one shot with M&M if you weren't. But I'm going to be pouring over the rules tonight, I'll post with my findings.

Edmiao all for it, any way you roll/role play it. I suggest that if we do some one shots, and some folks were not enthused by their characters that they could make up some new ones, or assume an NPC from the game.

JASON: Just to make a suggestion here, the stunning happening too often is not a knock on the system, its the characters. This has never happened in a game I have played in or run. The problem isnt your defenses being too big or small, its the attacks being too big. This is why campaign limits are important. And as for stunning in comics, it does happen: anytime its story appropriate.

--Gdaze 09:45, 28 July 2009 (MST) Really? Killing attacks tend to do assloads of stun as well. Also talking about how stunning does happen, when its story appropriate is not the point I'm talking about. I'm saying it doesn't happen every other panel. I would say that if a system has that come up, it is partly the system as it has no built in ways to help this. Far as I know the hero book doesn't suggestion anywhere how to help doing 8 billzillion stun. The system you came up with worked, but a system should at least suggest something. Of course I have an old 5th edition book, not revised. I like the hero system for stuff like fantasy, or sci-fi, even super spy stuff would be great. But when it comes to heros, I think there is too much stuff to keep track of.


Anyway, been reading through M&M. And so far I'm liking what I'm seeing. It has Feats, which are not powers but give you neat little things. One of my favorites is Master Planner, which is if you pick the location of the encounter ("We'll jump them here!") and you make some skill roll, you give you and all your allies bonuses for a number of rounds, then the bonuses slowly drop off round by round. It also happens during the encounter when you want it to.

However one thing is that values seem to change a lot. And certain feats allow you to switch things up but you still have to take into account the power limits. I'm just starting to read up on powers but it seems pretty neat. For example, if you buy light control, you can add a power to it that gives you a blast, then you can either use the light, or the blast, and this way you don't have to buy a completely different power.

JASON: You cant compare a game to a comic, same with a movie. In both you have a writer who has full control of all characters and doesnt have to listen to their players whine when things arent their way. Everything only happens when its story appropriate. In games, that doesnt work. It just doesnt work to compare games with stories or comics or movies or anything. They are incompatible genres.

With killing attacks, its a superhero game, you shouldnt be using them. Superheroes in the vast majority of cases dont use killing attacks, and those that do are anti-heroes. The problem is players are gaming it, making guys that do the most for the points, not guys that make sense given the concept. Had those characters purchased more appropriate powers the stunning thing wouldnt be an issue. Another way to severely limit getting stunned is to buy damage reduction instead of large defenses. A character with 15 PD, 20 CON and 25% damage reduction gets stunned on damage rolls of 47 or greater, which isnt very likely. You could also buy 50% damage reduction with the limitation (-1) only to prevent stunning, or what is probably a better deal 15 extra CON only to prevent stunning (-1).

Be careful with M&M and all of the feats and powers. There is one, the one that makes you rubbery, which pretty much makes you immune to damage. There are plenty of others that are ridiculously overpowered. Read them all carefully and disallow the ones that are broken. I know the game is popular, and for some reason well liked, but its got flaws. I hope it all works for you!

Edmiao I think in the hero system it is just very important for the gm to make firm limits and redirect character creation to make it more genre appropriate. i think a gm should feel free to tell a character that they need more defense and another that they have too much defense. i think in our oaaaa game we are getting dangerously close to that precipice with prevalent killing attacks, some characters with insane resistant PD and others with none. recipe for escalation of enemy attacks and lethal outcomes on weaker characters. ie, ben should tell me to buy more resistant PD. which i think i will do with my xp before the next session. I'd hate to see my character die at the hands of Brandon's rPD.

--Matts 21:59, 28 July 2009 (MST)I should mention that my issues with the hero system have nothing to do with balance, really, and more to do with how much combat tended to drag. Ideally, we'd have a system that moved quickly, and worked in favor of big, flashy, punchy fights. If it's a system that has a large playerbase and is well-tested, then that's good, because it means that big issues are probably identified already and we can anticipate them.

--Gdaze 10:44, 29 July 2009 (MST) I don't think you could become totally immune in M&M because of the built in limits. And yes, that was the major problem with the hero system, combat dragged on, but not really because the fight was taking long, in fact most fights only lasted 24 seconds. But because having to calculate out everything and taking into account all the rules really dragged it out. Like draining or aiding someone? I'd buy my powers so they wouldn't affect figured charateristics, just because it was too annoying to deal with.

I'm just trying out M&M because of a lot of people who had the same issues with Hero suggested M&M. I'm not totally sure M&M will be the system we are using for a supers game, but may be worth a shot.

BEN: I'm a storyteller, not a WoW AI. Enemy attacks, and who they are directed at, line up with the story I want to tell. it being a heroic epic, nothing that will turn Aefra into paste is likely to come her way, barring gross errors by the PCs (see "Galen gets stabbed in the throat for 24 body", episode??). And even then, there will usually be an out. That being said, I do like balanced characters...

--Gdaze 12:07, 29 July 2009 (MST) Well right, and thats what I mean about the hero system. But then again that is a Fantasy game, not a hero game. I think hero works well for fantasy, sci-fi, but when it comes to supers, there is so much going on, it just bogs down combat.

--Brandon 14:28, 29 July 2009 (MST) That's it. Next time I play I'm totally attacking Aefra with my rPD! Ben, you should anticipate this and look up how I should roll that.

--Gdaze 12:54, 28 August 2009 (MST) MATT! Would you like to try running a M&M one shot, sometime soon? I have a question and was wondering if maybe you knew the answer. When you buy the alternate power feat, do you then get that alternate power for only one point? As in you don't need to buy it up? It seems so cheap, but on the other hand if you DO have to fully buy the alternate power, it seems pointless as you can't use it at the same time. Your take on this?

Thematic Clarification

A clarifying (as in butter) discussion from Dieter's talk page:


--Dieter the Bold 17:11, 10 June 2008 (MST) Let me rephrase it this way: Are we like (1) Fantastic Four/Spider-Man (lone superheroes in the world but everyone seems to like us and be all cool, for the most part), (2) Batman (where no one really knows too much about us, passes us off as kinda' a myth, but those in the know thinks us a threat), or (3) X-men (feared and reviled)? I'm all for helping people and the like, but a lot of the mythic stuff superheroes do is only vaguely connected with "helping people". Usually, saving the planet from alien domination or destruction. There are definitely lots of "help small group or lone individual", and definitely guardians of a specific place stories, but in terms of mythic, at least how I understand it, it really doesn't have too much specifically to do with particular people.


JASON: I dont know anything about your game theme, but I do have an understanding of the game mechanics of this idea. When I said symbiote and organism before, I meant those as abstractions. In reality, your character is an extremely powerful and elegant collection of machine code that exists within the electronic framework of whatever device it inhabits. You could make a robot body for convenience, or you could jump into one of the PCs phones and be in their pocket, that wouldnt matter. In game terms you have Mind Control vs electronic class of minds, automaton power doesnt take stun from physical attacks (the host device does, however), and Extra Dimensional Movement only through electrical circuitry. You could hack into opposing computers (using mind control), sabotage devices carried by enemies (Body Drain vs electronic devices) or look through security cameras (Clairsentience).

--Edmiao 17:34, 10 June 2008 (MST) matt wrote: "Theme-driven: The best heroes are quasi-mythical, and are about something - they have themes. Heroes for this game will have primary themes, the essential story of the character. The theme of the overall game is about "outsiderness" (since everyone will be neccessarily different), either fore- or backgrounded by the intersection of the themes of all the heroes. Which is to say, I'm sure the group's heroes will share some very interesting themes, and I'd rather have the game be about stuff the players have built into their characters than something I've arbitrarily decided." Thus, i would interpret this to be, if you want to play batman darker setting, make batman. if you want to play lighter, make spider man. He will adapt the game world to you. I would interpret that the world will react to the characters based on their actions. if they are heroes then they will be seen as heroes. if they wreak damage all over the city blithely during combat then they might be viewed in a darker tone. Matt, this correct?

--Matts 17:48, 10 June 2008 (MST)Perfect, thanks Ed!

--Dieter the Bold 18:02, 10 June 2008 (MST) Okay, definition understood. Explanation needed on how, as random example, my Captain Marvel character's theme will be fitting in with Gabe's Daredevil's character's them and Ed's Tony Stark theme? (I know those are totally not (except for maybe Ed) the heroes we're theming our characters off of). I'm still seeing a disconnect between group loyalty and activities (which can be simply arranged) vs. the actual themes (I must crawl among the scum of the sewers to protect that little boy over there vs. I fight the grand Illuminatus in a battle of the minds for control over the Worldstone and the fate of humanity). I hyperbolize because I'm not sure how to shrink it down to more specifics. Also, Jason, you're nailing it on the head for what I'm thinking. Thanks, and awesome.

--Matts 21:23, 10 June 2008 (MST)What you're describing is basically the JLA or the Avengers - How does the agenda of a Norse God line up with that of an abusive scientist and a cold war relic? The answer, at least as I see it, is this: Each story arc, a hero could be highlighted - Batman calls in the JLA cavalry when the heat gets high in Gotham; Aquaman can't just can't take it anymore and has to be retrieved from the depths of the sea; Wonder Woman is castigated by her Amazonian whatevers and drags the team along on a vision-quest.

Translated to the context of this game, think of it this way. I'm gonna take all the themes for all the characters and put them in a bag. Each story arc, I'll pull out themes until I feel I've got a good basis for a story, choose some villains for it, and build a scenario. As the game progresses, a history will develop, and I'll pull from that too.

So, to directly answer your question: Sometimes the group will be examining the ravages of capitalism courtesy of Tony Stark, and sometimes the group will be slogging through the mud protecting homeless babies. Hopefully, Captain Marvel gets some needed perspective out of helping clean up the streets, and Daredevil can't believe it when he helps defeat Proctor Maximus Devourer Of Worlds.

If everyone's theme was the same, then every session would be the same. I'm sort of forcing at least one common theme (you are different from the common man), but to me the more themes the better, kind of like how a five color deck is fun: the interactions between discrete elements can be surprising and entertaining.

--Gdaze 21:28, 10 June 2008 (MST) Yeah... we are a super TEAM, thus I believe there should be a theme that covers all of us kind of, while allowing times for each person's own theme to come to the front. As long as we aren't always just digging stuff up all the time! Kekeke.

--Dieter the Bold 17:44, 17 June 2008 (MST) My vote for name: The Gemini League. As much a danger to each other as to our enemies.

--Edmiao 20:37, 17 June 2008 (MST) don't even joke about that.

GABE: No... that would be every other group we have, lets work together this time. That said, what is gonna be our name? It should incoperate magic and technology. The Technocrats!