@tangent Whatever you might need. That sort of CG setup should be pretty easy, but if there's anything else I can offer, I'm happy to.
Posts made by fatefan
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RE: Marvel: 1963 (Lookin for a Coder)
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RE: Marvel: 1963 (Lookin for a Coder)
@tangent Well, feel free to add me to the queue of people interested in helping out.
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RE: Marvel: 1963 (Lookin for a Coder)
@tangent It was quite helpful, I think.
Part of the reason I've found myself drawn to Fate for the OC game I've begun working on is because I like the mechanics being there to help adjudicate dramatic encounters without becoming too crunchy.
However, I get that it's not everyone's bag, and I'm definitely in support of games that want to try to make interesting superhero RP happen in new ways.
So, given a desire to avoid a coded mechanical system, are you looking for any particular set of needs from a chargen system? I like that HeroMUX's current setup goes for brevity over the multiple-screens-per-power worth of text en vogue a decade ago. (MXT 3.0 had a very similar system during its brief lifespan, which was awesome, but I guess the community wasn't ready for it at that time.)
Basically I'm asking so that I can get a better sense of how helpful I could be to you!
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RE: Marvel: 1963 (Lookin for a Coder)
Do you have a particular system that interests you? I'm all about this game idea...
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RE: What would a superhero game need to be/do to bring in a new player base?
Thanks to all for the input. I'm making some headway with Fate-related chargen & point economy commands. Hopefully soon I'll slap an alpha version online for interested parties to test out and maybe contribute to the building of a skeleton for the game world.
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RE: What would a superhero game need to be/do to bring in a new player base?
I was looking through the ~2003 Marvel Universe RPG at the bidding system they used, but since it appears that Venture City's power rules have been added to the Fate SRD (http://fate-srd.com/venture-city), I'm leaning even more toward Fate/VC. I recognize that it may not be crunchy enough to distinguish between various power levels, though, which is the issue that's keeping me from embracing it wholeheartedly.
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RE: What would a superhero game need to be/do to bring in a new player base?
The "four color" descriptor, as I understand it, was initially meant to distinguish comic books (printed in CMYK) from black-and-white pulps/magazines.
At any rate, that's an excellent point about needing to implement a system that keeps things "consistent" across encounters/scenes/whatever so that it's not all ultimately just a matter of consent (as there already exist several such games) to keep a non-powered person from getting pulverized by a much more powerful one. And, of course, this means using a system that keeps PCs pretty balanced so that one ultra-powerful person doesn't stand separate from everyone else.
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RE: What would a superhero game need to be/do to bring in a new player base?
@Kanye-Qwest That's a good question. I'm not necessarily opposed to it, but I'm interested in hearing more from those who suggested keeping that sort of "cross-sphere" activity out of the picture (in part, I think, to keep Superman-like beings from overwhelming/taking the spotlight from those with lower power levels/abilities/etc.).
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RE: What would a superhero game need to be/do to bring in a new player base?
So, it seems to be pretty loud and clear that (1) OC-focused games are the way to go (I know some said OC-emphasized, but let's go all in on that regard, for now) and (2) there should be a clear and consistent theme/tone for the game.
So, if you don't mind me asking another question: is there a preferable type of comic environment/atmosphere? That is...
- "Four color" with brightly colored spandex-clad heroes
- "Street-level" pulp/noir with low-powered or unpowered vigilantes
- High-concept, globally impacting paragons
- Something else entirely
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RE: What would a superhero game need to be/do to bring in a new player base?
The simplification is definitely intriguing, and I'm certainly interested in trying to maintain a clearly defined aesthetic while allowing for inclusive character options. So, re: street level action--would this mean no mystic powers, or just mystic powers roughly on par with the power level of other heroes (e.g., Mandrake the Magician rather than Doctor Strange)? I assume the latter, given the mention of maintaining balance, but I want to make sure I've understood correctly.
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RE: What would a superhero game need to be/do to bring in a new player base?
@ThatOneDude Yes, I am a Fate fan! I mentioned Venture City as a possibility in my initial post, so I'm definitely considering it.
Also, I appreciate all the feedback so far. I'm surprised by the emphasis on going original character-only, but I suppose that would be a potentially huge component of bringing in a new/different player base.
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What would a superhero game need to be/do to bring in a new player base?
Specifically, I'm thinking of a game that uses feature characters (characters from published comics, like Spider-Man, Batman, Hellboy, etc.).
Is a more broadly inclusive theme important, where players don't have to know tons of canon details? (Related: what about giving players the opportunity to change the game world status quo with high-impact TPs?)
Is a more concise application process important, so that players don't have to draft entire manuscripts of details?
Is a mechanical system (like Mutants and Masterminds or even Venture City Stories) important to help adjudicate conflicts a bit/lot more impartially than relying on consent?
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RE: Where do younger folks RP these days?
For text gaming, I've recently begun experimenting with Slack, running a game of Monsterhearts. It seems to work pretty well--there are bursts of activity from players but there's also downtime, and the game requires enough collaboration between players/MC to prevent possible novella-writing fatigue, as posts tend to be a bit shorter and more frequent.
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RE: Any interest in a possible TOS-era Star Trek Fate Accelerated game?
Thanks for the replies so far. Glad to know I'm potentially on the right track with this idea.
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Any interest in a possible TOS-era Star Trek Fate Accelerated game?
Would there be any interest in a Star Trek (TOS-era) Fate Accelerated game?
I want to gauge initial interest in such a MU*. If there's almost any, I'll begin putting it together. I mostly want to make sure I'm not entirely deluded. But I recognize I could be.
Given the state of Star Trek-related games, I want to believe that there may be a potential community waiting to come together. My belief is based on a few premises, some or all of which may be inaccurate:
- There's interest in accessible science fiction MU*s.
- Star Trek remains a franchise/theme that players would enjoy RPing in.
- Existing Star Trek MU*s are potentially too simulation-focused to facilitate accessible RP.
- Existing Star Trek MU*s can spread their players too thin to facilitate accessible RP.
- Setting a Star Trek game in the TOS era could alleviate concerns about needing extensive canon knowledge to participate.
So, what I'm imagining involves setting a game within the bounds of a crew on another Constitution-class starship sent out on a five-year mission to the bounds of known space, just as the Enterprise was. Players would take on the role of crew members and involve themselves in ship or away missions that could run the gamut from TOS' philosophical to dramatic/suspenseful to comic adventures. (I find myself drawn to the TOS era in part because it's so iconic, to its benefit and detriment, and because it circumvents the issue of "canon overload" that might prevent players from experimenting with otherwise interesting ideas. I'm not really drawn to the alternate Abrams-verse, though, even if it performs some of those same functions.)
To promote player agency, senior officers would effectively be NPC plot devices. (If the Enterprise senior staff is guilty of "hoarding" all the adventure, this ship's brass is prudent enough to let the more expendable and less accountable crew deal with hands-on issues.) Flattening the potential rank range would also, I hope, allow players to focus more on /doing stuff/ than jockeying for authority.
Fate Accelerated is a system that would allow for a similar focus on playing the character rather than having to learn an extensive coded space/ship system--and doing so pretty painlessly. I'd like to lift some other Fate system ideas to help, like the Atomic Robo RPG 'organization' consequence & resource trackers so that players could easily gain equipment needed for missions and add plot points for others to deal with (e.g., everyone can add or try to resolve ship-wide consequences from their or others' plots).
I also imagine that some semblance of experience/promotion is possible as characters participate in multiple plots and reach milestones. Perhaps after a set number of such milestones, a character may get promoted to "senior officer" status and thus become an NPC presence to support the lower-level PC body.
Anyway--is this worth pursuing? Thanks for any and all feedback.
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RE: Star Wars: Force and Destiny MUX
Also noting my interest, willingness to help run scenes, etc.
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RE: All Star Wars Scenes Must be in Cantinas (with Spoilers)
Yes, totally. What I meant was more along the lines of "how might you plan to codify who determines the particular modifiers of any given roll in a scene?" (i.e., is the anticipated default to include a scene- or plot-based DM to set difficulties, or will the expectation be more about player-player negotiation?)
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RE: All Star Wars Scenes Must be in Cantinas (with Spoilers)
@Jennkryst Greatest. I desperately want to see a game with the FFG system(s) happening. Figuring out the perfect balance between automated /simplified and customized rolling (who gets to determine a particular situational modifier?) will be key.
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RE: Atomic Highway: How Granular To Go?
Also, looks like this could be an interesting mix of AH and D&D 5e... http://dndwithpornstars.blogspot.com/2015/05/maximum-road-5eatomic-highway-postapoc.html?zx=c13cd0cab4a97c46
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RE: Atomic Highway: How Granular To Go?
Thanks for the note on NR. I'll give them a look to see how they're doing things.