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I'd argue that wasn't a bad scenario, just a specialized one; it did a pretty good job with the teen heroes genre of the time, but if that wasn't what you were after...
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...[/quote] I never saw a better assassination attempt on GURPS Super and Heroes Unlimited (that was the name). How true. Quote:
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The global sales of Champions in France were about 10 to 20 sells per product, maximum. Superworld (total sales) was below 50. Villains and vigilantes was in the same league. I would be much surprised to learn that any of the other games sold more than 20. All in all, Superworld was probably the worse case of sell for Chaosium in France. Runequestement votre, Kloster |
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Even if, from France, I never had the ability to see all the production on the subject, here is what I saw or have (in addition to rules): - Superworld - 3 products. - Villains and Vigilantes (FGU): Around 10 scenarii I do have. - MSH (TSR) and Advanced (Sic) MSH: 5 sextensions and around 20 scenarii. - DC Heroes (Mayfair Games) : 3 extensions. - Golden Heroes (Games Workshop) : 2 Introductory scenarii (excellent). - Heroes unlimited (Palladium) : 1 extensions. - Champions (Hero Games) : more than 30 Scenarii and more than 50 extensions. Runequestement votre, Kloster |
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Not really. While Champions had an influence there was as much influence from V&V on it; in fact, the origin of Superworld was an attempt to take V&V and BRP-ize it, according to Steve Perrin.
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GURPS SUPERS and Heroes Unlimited
Both systems badly needed an non-lethal combat option, but didn't get one. Our group got the message when I started wondering why my hero character was toting around an SMG. HU's "one power" rule probably made it the worst supers RPG. THe pwers didn't balance, and as the game was combat driven, and fights ended with someone dead/dying, the result was a very, very bloody RPG. Too bloody for the genre. Yeah, were talking about the same Golden Heroes. Actually character creation wasn't that bad, since you have to justify your powers with your origin story. You got some extra powers, but were expected to drop some. With a good GM and players, character creation worked. There was also an alternate version similar to V&V that broke up powers by type, better fitting certain concepts. GH played very well and had some nice ideas. For one thing, it allowed a thug to be able to actually kill a civilian with a single shot, something that was tough in most other hero RPGs at the time. GH also had some neat stuff, like the campaign ratings, that helped to flesh out things. I also liked the HTC/HTK way of handling damage much better than the methods used in Champions or Superworld. |
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It's true I've never been a fan of teen heroes, but this one ... Almost the only one I find acceptable are the one about the Something Academy, for Champions New millenium (the one using Fuzion system). Runequestement votre, Kloster |
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Runequestement votre, Kloster |
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Still, I'll concede that Champions out supported the others. It used to be HERO's flagship RPG, and at one time it's only RPG. I think TSR Mavel probably outsold it through. Marvel and DC had an advantage in being able to use their own universes. Since most Super gamers read comics that is a telling edge. |
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It seems from your descriptions it was the 2nd. Quote:
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Runequestement votre, Kloster |
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