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DrunkonDuty's latest activity
DrunkonDuty
reacted to
Thomas Shey's post
in the thread
What makes a successful superhero game?
with
Like
.
It isn't just DC. Years ago I was part of the application staff for an X-Men based MUSH, and we'd get people who would write up FCs...
Aug 17, 2025
DrunkonDuty
reacted to
zarionofarabel's post
in the thread
What makes a successful superhero game?
with
Like
.
I'm not super familiar with a lot of different superhero TTRPGs as it's not really my genre of choice. I do think the more "simulation"...
Aug 17, 2025
DrunkonDuty
reacted to
el-remmen's post
in the thread
What makes a successful superhero game?
with
Like
.
Personally, when it comes to Supers games, I prefer a rules-light game that does not use a grid (minis are ok for general positioning...
Aug 17, 2025
DrunkonDuty
reacted to
dbm's post
in the thread
What makes a successful superhero game?
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Like
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There seems to be two pretty distinct groups of supers games these days. There are pretty firmly narrative games where the ‘power’ of a...
Aug 17, 2025
DrunkonDuty
reacted to
Corinnguard's post
in the thread
What makes a successful superhero game?
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Like
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As a fan of Mutants and Masterminds 2e, I liked using the RPGs Point Buy system to create customizable superpowers that make your...
Aug 17, 2025
DrunkonDuty
reacted to
Dannyalcatraz's post
in the thread
What makes a successful superhero game?
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Like
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I fell for HERO hard when it first hit shelves as Champions. Every supers game I’ve purchased since then has had merits, but falls...
Aug 17, 2025
DrunkonDuty
reacted to
overgeeked's post
in the thread
What makes a successful superhero game?
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Like
.
This is a riff on a similar thread about horror. With Fantastic Four and Superman in theaters, the DC Heroes reprint Kickstarter getting...
Aug 17, 2025
DrunkonDuty
reacted to
Mallus's post
in the thread
Worlds of Design: The Problem with Space Navies, Part 1
with
Love
.
Allow me to make an argument for space navies: Space Battleship Yamato and Legend of the Galactic Heroes. (they don't make any sense...
Aug 17, 2025
DrunkonDuty
reacted to
FoolishFrost's post
in the thread
Worlds of Design: The Problem with Space Navies, Part 1
with
Like
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Interesting. The view of this article is about war at its most efficient and final. But that’s not how actual war works. Let’s be...
Aug 17, 2025
DrunkonDuty
reacted to
Deset Gled's post
in the thread
Worlds of Design: The Problem with Space Navies, Part 1
with
Like
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Sooo much of this. In a world with guns, we still have knife fights. In a world with airplanes, we still have submarines. In a world...
Aug 17, 2025
DrunkonDuty
reacted to
Ruin Explorer's post
in the thread
Worlds of Design: The Problem with Space Navies, Part 1
with
Like
.
Yeah it's important to avoid the temptation of thinking in straight lines about "the most efficient" or "most direct" method to dealing...
Aug 17, 2025
DrunkonDuty
reacted to
practicalm's post
in the thread
Worlds of Design: The Problem with Space Navies, Part 1
with
Like
.
Carriers go back to Traveller's Battle Riders. Which makes the tenders strategic targets. Biologicals really shouldn't be in space...
Aug 17, 2025
DrunkonDuty
reacted to
dragoner's post
in the thread
Worlds of Design: The Problem with Space Navies, Part 1
with
Like
.
NASA had a paper on space weapons, and found that space is very transparent to radiation, so that "enhanced radiation weapons" ERW's or...
Aug 17, 2025
DrunkonDuty
reacted to
Cergorach's post
in the thread
Worlds of Design: The Problem with Space Navies, Part 1
with
Like
.
Depends, what kind of story is being told, what kind of atmosphere is being set, and what kind of technical designs are being...
Aug 17, 2025
DrunkonDuty
reacted to
Libertad's post
in the thread
Would ACKS be a good fit to capture the BECMI-feel?
with
Like
.
This is more an educated guess on my part, but I'm pretty sure that Jason Bulmahn and Paizo in general would be in favor of gatekeeping...
Aug 17, 2025
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