@tek said in What Types of Games Would People Like To See?:
I want a Carnival Row game so bad
Just finished it last night and was about to post the same thing here.
@tek said in What Types of Games Would People Like To See?:
I want a Carnival Row game so bad
Just finished it last night and was about to post the same thing here.
@Macha Pretty much. Either strictly Marvel, strictly DC, or strictly Original.
The other issue with going Marvel or DC is character history/interpretations. You're confined in what you can do with the character; if you go in a different direction, you can make the character less desirable to app for future players, or they have to ret-con your playing tenure, or lots of other dicey propositions.
With an OC, it's your character so do what you want.
@Prototart I agree with you. But, I also have the opinion that because the power levels are so disparate, with DC being literally magnitudes of order greater than Marvel, it makes combining the two main universes and maintaining some kind of equity/balance a challenge.
Better to just do an OC universe from scratch and allow the occasional homage/expy character.
@GreenFlashlight It's still a DC/Marvel/Indie mash-up game with OC's.
Also, I have an issue with their banned/restricted list; Hulk, Thor, and Wonder Woman are okay, but no Kryptonians. I understand and realize that Kryptonians are a PITA from a power balance and Staffing perspective, but to just outright ban the iconic superhero instead of figuring out how to make him work in the setting is just a bad ruling, IMO.
@Thenomain said in What Types of Games Would People Like To See?:
City of Heroes managed it.
Ah, the Rikti invasions...
Also, still really really enjoying the CoH/V rebirth. The new Sentinel archetype is 100lbs of Awesome in a 5lb bag.
@Ominous Taint is not necessarily 'pointless' and 'rarely comes into play'. The impact of Taint really depends on both the Players and the GM. You basically get Taint 3 ways:
Buying Tainted powers or Attributes. You get the dot at half cost, but it's a 1 for 1 tradeoff, where you also gain 1 dot of Permanent Taint. This adds up quicker than you think.
High Quantum or Node Attributes. Quantum is essentially your universal Power Cap; if you want your blasts to be bigger to to gain access to more impressive powers, you need to increase your Quantum Attribute, and every dot of Quantum above 5 (out of 10) adds 1 dot of Permanent Taint. Node measures how much power you can dish out in a Round; the higher your Node Attribute, the more Quantum Points you can spend in a round to fuel powers and defenses. When you have a Node 3 or higher (out of 5), you automatically gain a certain amount of Permanent Taint.
When you reach 10 points of Temporary Taint, you trade them in for 1 point of Permanent Taint. You gain Temporary Taint by doing things like pushing your powers, trying to rapid heal, and gaining certain mental disorders. But basically, whenever you channel Quantum power to achieve spectacular short-term effects, you can gain Temporary Taint.
Now, Temporary Taint can be bled off by spending a full month of storytime using your powers at half-power or less to remove 1 dot of Temporary Taint. Permanent Taint is never removed*. Once you reach 10 Permanent Taint, your character is removed from play.
Also, as you gain Permanent Taint, you gain Aberrations, from unusual or monstrous physical changes to permanent mental disorders. Sometimes, these Aberrations can encourage or accelerate the acquisition of Taint. So, welcome to the long treadmill...
Like I said, the ultimate impact Taint has on an Aberrant game depends on how far and fast the Players and GM are willing to push the characters in regards to use of their powers.
As for The Division, which is the multi-national agency trying to monitor Novas and counter Project Utopia, they're almost exclusively human, or low-powered Novas with a Quantum rating of 1 or 2. And even then, Novas working for The Division will have very subtle, non-flashy powers. And part of the reason for this is the philosophy that it will take lower-powered Novas longer to acquire and be consumed by Taint, especially if they're not pushing their powers & abilities constantly and relying more on training than powers.
Just gonna toss out that 'The Boys' is pretty darn close to the Aberrant Universe already.
-Project Utopia having a near monopoly on metahumans/Novas and covering up some of the really shady drek some of the popular ones get up to. As well as their own dark secrets.
-The Division could easily have a non-powered Black Ops unit to blackmail or otherwise 'spank' down the Novas that start 'acting up'
@Ganymede Thinking about it. 0083 Stardust Memory was actually my introduction to Gundam.
Going through my collection of animated series, I just got to thinking...
How about ExoSquad using BESM or Mekton.
Great setting, great story potential. Have the game centered around squads on another carrier in the ExoFleet either during the NeoSapien war or move onto the proposed 3rd season where humans and NeoSapiens have to find unity right after the war to fight off an incoming alien threat.
@ZombieGenesis Speaking only for myself, I haven't delved into Storypath enough to say yay or nay on it (I've got Scion 2e and Trinity Continuum so far)
But, I know there's already code for Aberrant 1e out there, including C-Gen, from the old Capes & Stars MU that used it. It would be a matter of tracking down and adapting it to Ares, but you don't have to necessarily re-invent the wheel from scratch, so to speak.
Still, I'm up for either 1e or 2e; Aberrant was a fantastic setting for metahuman gaming, and I'd love to dive back into it.
@Sparks A Nebulon-B frigate is tailor made for this concept. And the canon has been adjusted so that they've been in service since a few years after the Clone Wars ended and were a popular ship base for Alliance cells in the early days of the Galactic Civil War
@Bad-at-Lurking said in A fully OC supers MU:
I am deeply interested in an OC game because I like making my own superheroes. Loved it even when I had to do algebra to make a character back in the original Villains and Vigilante days.
Also, and there is no nice way to put this, OC games have fewer creepy dudes playing lesbian Emma Frost or gay harem-having Superboy, just because the fan wank material isn't there. (And this isn't me saying I think playing those characters as LGBTQ is wrong, playing them as sex dolls isn't even wrong. But it always comes across as desperately unpleasant to anybody who doesn't share that same sexual interest in those characters.)
Then there was Hero's Dreams...
-Superboy clonecest with Match
-Impulse clonecest with whatever his evil clone is
-Alex Powers making out with Lor-Zod (both were 11 y.o.)
Lots of fetishes get put on display in Supers games.
Just my own experience here, but I think that 'Supers MU players only/overwhelmingly prefer freeform' mostly comes from trying to get a player base within our own community. Talking about MU's with TT superhero RPG players outside the community, there is an interest for the kind of persistent, 24/7 game experience that an MU can provide. Overall, I'd say it would probably be at least a wash (as many new TT players wanting to join as free-form players avoiding) at first, with a side benefit of having more players familiar with a system to speed up any dice rolling & cgen, as well as being able to help new players learn the system.
@Auspice Which has been my experience as well. When you have a more static, stats-based system, even as a benchmark system without dice rolling involved, it cuts down on a lot of the 'I shot you; No you didn't' Cops N Robbers arguments.
@WildBaboons Yeah, lower power levels also help. Parity starts breaking down at higher power levels. And there's good points and bad points about having higher upper limits like that.
@WildBaboons Fair enough. YMMV, and all that. I just have a more cynical view on things, most likely, from my own experiences.
My only issue with FATE in regards to Supers is the 'wiggle' room. It works fine in a TT setting, where there is a certain amount of trust, familiarity, and an unspoken agreement among the players not to abuse the system. Online, all that mostly goes out the door and players will argue for every scrap of advantage they can get, IMO.
Again, just my feelings. If you have a very dedicated Staff willing to say 'No' to players, it can work. But then you have a whole new set of difficulties with claims of 'a-hole Staff'.
Underground, from Mayfair Games.
Superhumans in an extreme dystopian America (you have to get a Free Speech Permit, bombing a Post Office is protected political expression). All supers are genetically altered combat veterans of one of the various Private Military Contractors that now fight both national and Corporate wars, with various degrees of PTSD and psychosis relating to their enhancements. It uses a variant of the game system from Mayfair's DC Heroes system, adapted to the 'New Wave' of comics from the 90's like Give Me Liberty & Marshal Law. One of the most innovative aspects of the game was that you can actually alter the social parameters of the campaign through gameplay and spending XP; working to improve society rather than yourself. It was a glorious, full color art print of the 90's in terms of both RPG's and comics.