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Superheroes are a hot commodity -- why aren't superhero RPG's?
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<blockquote data-quote="Virgo" data-source="post: 7129921" data-attributes="member: 11988"><p>Welcome, Greysword!</p><p></p><p>While during my rpg golden era I had a substantial collection, over the years I've sadly had to part with pretty much all of it due to location moves/space consolidation. The only rpg's I currently have are D&D 5e, Champions Complete (softcover) and DC Adventures Hero's Handbook (I also have both the TSR and West End Games versions of the Indiana Jones RPG as well as all known modules/sourcebooks but it was more of a maybe-this-will-be-worth-something-one-day kind of thing).</p><p></p><p>As I've mentioned in previous posts, my first rpg was "Champions" back in the early 1980's and you're absolutely correct -- even back then the character generation process was a very daunting process. The HERO system back then did allow for an unbelievable amount of customization but in doing so the designers had to make sure they covered every possible framework. For someone like me who was new to rpg's, that prospect of figuring out every detail of your hero was absolutely terrifying.</p><p></p><p>I've also mentioned before that superhero MMO's like the late, lamented "City of Heroes" and active offerings such as "DCUniverse Online" and yes, even "Champions Online" can help fill that supers rpg void but not completely. You can only use what the MMO offers in the way of powers/abilities and it eventually gets to the point where it feels you're simply grinding out xp just to get to the next level. Fortunately my local game store will soon start an ongoing rpg event with different game systems and the GM running the event did inform me that one of those systems will be Mutants & Masterminds/DC Adventures. I'm hoping that will kindle an interest in an ongoing supers campaign. Fingers crossed!</p></blockquote><p></p>
[QUOTE="Virgo, post: 7129921, member: 11988"] Welcome, Greysword! While during my rpg golden era I had a substantial collection, over the years I've sadly had to part with pretty much all of it due to location moves/space consolidation. The only rpg's I currently have are D&D 5e, Champions Complete (softcover) and DC Adventures Hero's Handbook (I also have both the TSR and West End Games versions of the Indiana Jones RPG as well as all known modules/sourcebooks but it was more of a maybe-this-will-be-worth-something-one-day kind of thing). As I've mentioned in previous posts, my first rpg was "Champions" back in the early 1980's and you're absolutely correct -- even back then the character generation process was a very daunting process. The HERO system back then did allow for an unbelievable amount of customization but in doing so the designers had to make sure they covered every possible framework. For someone like me who was new to rpg's, that prospect of figuring out every detail of your hero was absolutely terrifying. I've also mentioned before that superhero MMO's like the late, lamented "City of Heroes" and active offerings such as "DCUniverse Online" and yes, even "Champions Online" can help fill that supers rpg void but not completely. You can only use what the MMO offers in the way of powers/abilities and it eventually gets to the point where it feels you're simply grinding out xp just to get to the next level. Fortunately my local game store will soon start an ongoing rpg event with different game systems and the GM running the event did inform me that one of those systems will be Mutants & Masterminds/DC Adventures. I'm hoping that will kindle an interest in an ongoing supers campaign. Fingers crossed! [/QUOTE]
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Superheroes are a hot commodity -- why aren't superhero RPG's?
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