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Favorite superhero RPGs?
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<blockquote data-quote="GuardianLurker" data-source="post: 9132064" data-attributes="member: 786"><p>Favorite Supers RPG? That's tricky.</p><p></p><p>The Wild Talents system (technically One Roll Engine, powering Godlike and Reign as well) has probably one of the most <em>elegant</em> resolution mechanics I've ever seen. And its Paragons setting does an incredible job of modelling a modern "indie" supers setting (ala Rising Stars, Wild Cards, Worm). BUT the power creation mechanics are WONKY, and it handles neither character progression nor high-powered characters well. So great for one shots, and I really wish it was better suited for longer campaigns.</p><p></p><p>Champions, especially in play, isn't actually all that bad. But you <em>will</em> be throwing <em>ALL</em> your d6's. With an experienced, genre-aware GM, it will be awesome. BUT do not let any minmax/optimizer near the character creation rules. Be very aware that when powers are specifically called out, there IS a reason and one generally learned the hard way. For sanity's sake, have your players submit narrative origins/descriptions and have the GM build the characters. It does handle both character progression and high-power characters well, so good for a long term campaign with experienced players/GMs.</p><p></p><p>Personally, my favorite all-round is DC Heroes (MEGS), though M&M3e/M&M(DC) is pretty good. For a beginner GM, I really can't think of a better system than the MEGS. It's the 2nd most elegant one I know. 1 roll, 2 chart look-ups that you quickly memorize, and great, easy-to-apply benchmarks. It also has some of the best GM advice I've ever seen - not around running the game, but how to build the stories. Do not bother with Blood of Heroes - both are out-of-print, and the original is <em>so</em> much better.</p><p></p><p>Those are the ones I have extensive play experience with (including a MEGS/Champions/Shadowrun hybrid that did NOT cure me of system tinkering). I've read some of the others (did you mention Wearing the Cape?) but haven't had a chance to play them seriously. GURPS Supers/Wild Cards isn't bad, but plays substantially similar to Champions. I've seen the FUDGE/FATE system adapted well, but given it's narrative gameplay focus, that's not surprising.</p><p></p><p>A lot of the others I've got to check out, so thanks VERY much for the listing.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9132064, member: 786"] Favorite Supers RPG? That's tricky. The Wild Talents system (technically One Roll Engine, powering Godlike and Reign as well) has probably one of the most [I]elegant[/I] resolution mechanics I've ever seen. And its Paragons setting does an incredible job of modelling a modern "indie" supers setting (ala Rising Stars, Wild Cards, Worm). BUT the power creation mechanics are WONKY, and it handles neither character progression nor high-powered characters well. So great for one shots, and I really wish it was better suited for longer campaigns. Champions, especially in play, isn't actually all that bad. But you [I]will[/I] be throwing [I]ALL[/I] your d6's. With an experienced, genre-aware GM, it will be awesome. BUT do not let any minmax/optimizer near the character creation rules. Be very aware that when powers are specifically called out, there IS a reason and one generally learned the hard way. For sanity's sake, have your players submit narrative origins/descriptions and have the GM build the characters. It does handle both character progression and high-power characters well, so good for a long term campaign with experienced players/GMs. Personally, my favorite all-round is DC Heroes (MEGS), though M&M3e/M&M(DC) is pretty good. For a beginner GM, I really can't think of a better system than the MEGS. It's the 2nd most elegant one I know. 1 roll, 2 chart look-ups that you quickly memorize, and great, easy-to-apply benchmarks. It also has some of the best GM advice I've ever seen - not around running the game, but how to build the stories. Do not bother with Blood of Heroes - both are out-of-print, and the original is [I]so[/I] much better. Those are the ones I have extensive play experience with (including a MEGS/Champions/Shadowrun hybrid that did NOT cure me of system tinkering). I've read some of the others (did you mention Wearing the Cape?) but haven't had a chance to play them seriously. GURPS Supers/Wild Cards isn't bad, but plays substantially similar to Champions. I've seen the FUDGE/FATE system adapted well, but given it's narrative gameplay focus, that's not surprising. A lot of the others I've got to check out, so thanks VERY much for the listing. [/QUOTE]
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