Thread: Superhero games
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Old December 1st, 2007
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Quote:
Originally Posted by Nightshade View Post
I don't think that means it has to work out precisely like the setting to be effective; a set of PL 12 Mutants and Masterminds characters might not have as varied a power level as some versions of the JLA, but that's not going to change the feel of the setting materially. And frankly, some settings just make bad games for any number of reasons (the biggest being that they don't support group play, which I still maintain is a necessary component for most gaming groups).
Depends on what you are trying to model. If I was playing a game set in the Marvel or DC Universe, or any campaign based on an established setting. I would expect things to work like they do in that setting, and be disappointed if they did not. Few things ruin a supers game more that seeing Batman or Spiderman getting gunned down in the first fight.
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Quote:
Originally Posted by Nightshade View Post
I was dancing around a bit, but that is sort of what I was refering to. Honestly, most of the time when I see someone talking about the "maturity" of their play style, it usually translates into an opportunity to look down their nose at styles they no longer play. To say that makes me roll my eyes a bit is--an understatement.
I've seen some of that, too.




Quote:
Originally Posted by Nightshade View Post
The problem is that most of those things when examined are one or two people doing anything that matter, and the rest trying not to get killed while they do. That sort of thing palls quite quickly for most people. Its actually very hard to find a useful activity where a group all actually _contribute_.
No more so than combat. Unless you are running a hack & slash campaign, the adventuring group usually has one or two characters who are doing things and the rest acting in a supporting role.

I'll also add that once you get past 4 or 5 players you get the same problems, only worse.

The reasons why combat is front and center isn't that it keeps everyone more involved, just that it is the easiest thing to run. Toss a half dozen expendables at the PCs and the job is done. And most GMs are lazy. Heck half of them can't even write their own adventures-one big reason why D&D is the most successful RPG; Brain optional.
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