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I don't know how relevant it is but...
The old Whispering Vault game sometimes gets described as being an odd sort of superhero game... In the game the heroes each had powers and alliances that could help with the overall goal... but there were also powers that only functioned for the group as a whole... some of those were automatic... others required active participation to pull off. There was also something of a building up of group experience... as they worked together, and got to know each other better, new powers for the group became available. I don't know that I've seen that sort of thing in other games... or maybe it's common and I just keep missing it. Last edited by Simlasa; December 1st, 2007 at 04:40. |
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Where comics and comics RPGs work is in enfircung the reality of comics. For instance,m when superstrong character hits human strength character he sends him flying or unconscious rather than snapping his neck, spine, crushing his skull, collasing a ribcage, or any of the more realstic effects that go with it. Quote:
I once screwed up a D&D campaign (D&D being the best example of such, since the class structure spells it all out) by messing around with party duities and putting the second string fighters up front. Quote:
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It is all in just what you write and how interesting you make it, and how involved you can get the PCs. |
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I can't agree; the difference in power between, say, Superman or Green Lantern and the other founding members in the comics is quite a bit more pronounced than it is in the cartoon; I'll give you there's a bigger gap with the expanded roster members, but its not a coincidence that most of those signficiantly weaker than the founders don't appear in episondes with them very often; when you see them, its normally with each other (other than a few like Captain Atom who are clearly in the same weight class as the originals)
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This is no different than most other adventure-fiction genres; in almost all of them, whatever else anyone can do, they're at least competent fighters. Barring specialized subgenres (mecha or fighter jock environments for example) you can't say that about virtually any other field of endevor; some will be completely hopeless, and its unusual for more than one or two to be more than at best competent. Even the occasional exception tends to change over time when it comes to the random noncombatant. Quote:
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As for "compression", you can do that a bit more with characters like Superman because they are so powerful, that they can be scaled down quite a bit without most people noticing a difference. For instance, only comics fans are aware of Crisis and how post-crisis Superman is significantly weaker that pre-crisis. As long as he is bullet proof, can fly, has X-Ray and HEat vision, can crash through wall, and can pick up a car or truck, it is enough for most people to say, "That's Superman!". [quote=Nightshade;3344] Well, yes, but that's a genre convention, not an issue of power per se; superhero comics are intrinsically unrealistic in their handling of physics and biology. [./quote] Yes, but from the RPG standpoint, a comics based RPG needs to mirror that paradigm. Quote:
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Playing the same way for a long time, doesn't validate your argument. It is the diversity of your RPG experience that would apply here. I've played and run RPGs that don't revolve around combat. They work. If you haven't, that doesn't mean that they don't. Just that either that you haven't done so, or that it didn't work for you. On a similar tact, most gamers I've talked to think that classes, levels, increasing hit points, and lots of magic items are the only way to game, and that other methods "don't work.". Quote:
Of course they are in the minority. Anyone who isn't playing Room/Monster/Treasure D&D is in the minority. But if all you want to do is fight, why not play D&D. Or just play a wargame. I know a lot of people who play computer "role-playing" games. Most of them have no actual "role-playing" experience whatsoever. It just a first person shooter with customizable character. Not role playing. It is that most people don't bother to try anything other than what they have been told is "they way" that such is the minority. Its the same reason why RQ/BRP is in the minority, and will stay there. Same reason why D&Ders who "know" how to game, keep getting slaughtered whenever they try RQ. Last edited by Atgxtg; December 1st, 2007 at 20:46. |
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[qutoe] I still say crisis. Pretty much every film and TV version of Supers since the 70s is bothered by such things. Supers now has to strain to stop a train or falling 747. [/quote] Yes, but you don't seem him bothered by autocannon shots (albiet mildly) the way he was in the time travel to WW2 episode or a few others. In fact, in the most recent movie using him, you see the exact opposite. He's now not clearly that much power powerful than, say, the Martial Manhunter, which is not apparently the case in the comics even now. Quote:
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You can have cavern-crawls in different kinds of games with no problem whatsoever. In Sci-Fi games they are Bug Hunts, in SuperHero games they involve hitting the Super Villain's Secret Complex and so on.
The old-style Dungeon Crawls are a bit different in that you had vastly different creatures in close proximity with no logical reasons why they'd be there. Hopefully, people put more thought into the reasons why things are in complexes. But, there's nothing inherently wrong with going through a complex like a dose of salts. I've got a real problem with the attitude that such-and-such a scenario-type is bad and so-and-so is good. I've played excellent scenarios of many different kinds and bad scenarios of many different kinds. Personally, I don't particularly like playing in detective scenarios, but I have done some that were really good. The best scenarios are a combination of several scenario-types. Also, combat-light scenarios are not always about roleplaying. They can turn into problem-solving or detective or gadget-making scenarios instead. It's hard to generalise over what is a good roleplaying scenario, except to say that a good scenario is one that the GM and players enjoy. |
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to ones that where highly complex espinage ones. the important things is to have fun. |
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And the point is that people get different things out of roleplaying games. For some, they _are_ primarily games with a patima of roleplaying on them and some characterization to give the game context. For some they're essentially just a dollop of resolution mechanics on top of a largely roleplaying and interactive experience. And spaces in between. But to refer to one or the other as "more mature" or "more sophisticated" is to confuse one's own taste with a universal value, and I really think the hobby would be better if people got over that. |
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