Difference between revisions of "Talk:Super Heroes"
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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 this? Don't tease me... | 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 this? Don't tease me... | ||
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+ | 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 7. It 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. |
Revision as of 15:30, 5 May 2008
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.
--Edmiao 13:44, 5 May 2008 (MST) everybody know that i am itching to play a supers game. viho ciquala is probably the character i spent the most time on ever. so count me in gung ho. his theme: little man overcomes innate problems to become success. the american dream.
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'.
--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.
--Gdaze-- I'd love to play supers. Give 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 it. It'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.
Anyway, totally down, even more so cause it uses the hero system which I really like.
Also I think Ironman was a fantastic movie. Plus powered armor is just freaking awesome.
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 this? Don't tease me...
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 7. It 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.