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  1. Thomas Shey

    What makes a successful superhero game?

    The problem is that fairly minimalist opponents were in some ways the worst against these, and those are normally the ones they're strongest again. I'm afraid I can't view that as emulating comic book fights well. (Note: its common for there to be a problem where avoidance as a defense is...
  2. Thomas Shey

    What makes a successful superhero game?

    In practice, I would indeed argue the five were of approximately the same power level (I'd consider a counterargument regarding Angel); Jean's telekinesis was not particularly strong at that period and she had no telepathy during the early days of the character. So yes, my perception of these...
  3. Thomas Shey

    D&D General The Great Railroad Thread

    That's only true if you can't lose. Far as I know, nothing about a linear campaign mandates that.
  4. Thomas Shey

    D&D General The Great Railroad Thread

    Its pretty unusual at least, and to be honest, seems a little dull over time. I'm very hesitant to call someone a bad GM without a sense of them as a gestalt. You could be not bothering with individualized boss villains and still be excellent enough in other areas that no one playing in your...
  5. Thomas Shey

    D&D General The Great Railroad Thread

    I'd say it probably matters what happens if the PCs look up in the middle of that and go "Looks like a war's coming, we'd better skedaddle and leaves the country. At that point, worst that can be accused is the GM chased them out of town, but that's a bit of a reach.
  6. Thomas Shey

    What makes a successful superhero game?

    Yup. It was even true of the Legion of Superheroes when Superboy, Supergirl weren't present (as they weren't originally before Clark started time travelling to hang out with them). Though the original "New X-Men" weren't that wide apart until they started pushing Storm's power up and got into...
  7. Thomas Shey

    Pineapple Express: Someone Is Wrong on the Internet?

    Oh, honestly, they always have been, its just a lot more visible any more.
  8. Thomas Shey

    What makes a successful superhero game?

    Read what I wrote again. I don't think it should be based on the team based books that mostly contain characters not written to be part of a team. This isn't a problem you see with groups where the characters were part of a team from day one, and that's much more analogous to most RPG teams...
  9. Thomas Shey

    What makes a successful superhero game?

    Naw. Again, that's primarily an artifact of specific sorts of "these were all separate characters the comics slammed together in a group" stories. I could probably name a dozen supergroups across comics without blinking where the most potent and least potent members could be handled in most...
  10. Thomas Shey

    Ben Riggs: 'The Golden Age of TTRPGs is Dead'

    I'd suspect the reason the universal lane looks empty is that, in fact, its pretty full in that a couple of game systems dominate that lane so much there's not perceived to be too much room for much else, specifically Savage Worlds and FATE. I mean, its really hard to overstate how many games...
  11. Thomas Shey

    What makes a successful superhero game?

    Yeah, I don't think Marvel has been quite that bad, but they clearly keep playing variations on the theme, too. And I'm not talking Elseworlds and alternate universes here.
  12. Thomas Shey

    D&D General The Great Railroad Thread

    Statblocks work for generic opponents, but often they don't exist for more specialized ones (spellcasters for example). I made a lot of use of RQ basic specs in the day, but if I needed an advanced opponent with certain traits, that just wasn't going to do it.
  13. Thomas Shey

    Ben Riggs: 'The Golden Age of TTRPGs is Dead'

    The former still exist. They may not be extremely well known, but Heroes and Hardships wasn't that long ago and had a successful enough Kickstarter, so there's still a market for such things.
  14. Thomas Shey

    D&D General The Great Railroad Thread

    I often ran that way in part in my younger days. Only in part though, because I've always been prone to using systems where ad-hoc making some opponents on-the-fly just wasn't going to work well.
  15. Thomas Shey

    Geek Confessional Thread 2024 [NOW 2025!]

    Far as that goes, in most strategy games I tend to find most realtime pretty much, well, stupid; when you're managing production or research, just what is it that's supposed to be representing anyway?
  16. Thomas Shey

    Geek Confessional Thread 2024 [NOW 2025!]

    Yeah, I never was a big fan of what I called "twitch and flex" gaming even in my younger days. The only reason I found FO3 and on playable most of the time was VATS, and if a game didn't at least have pauseable on its RT, I wouldn't even bother. All RT combat does is annoy me at best, and make...
  17. Thomas Shey

    D&D General The Great Railroad Thread

    Well, they may also be assuming that there's more wiggle room within the plot in some linear adventures than with a true railroad, too. In the case of the latter a GM may be very invested in only dealing the scenes and steps he's prepared, where with the former they may (notice the qualifier)...
  18. Thomas Shey

    Geek Confessional Thread 2024 [NOW 2025!]

    Shows you the difference in people. Generally I consider realtime combat in a computer game a plague.
  19. Thomas Shey

    What makes a successful superhero game?

    Though I'm not sure you can talk about the continuous run even with the Big Two in the last few decades given the frequent reboots. They may not have a true ending, but they don't really continue without interruption either.
  20. Thomas Shey

    What makes a successful superhero game?

    Someone misunderstood something if they were treating an AK-47 as 5D Killing. That hasn't been true in any edition of Hero ever. That's about the damage of a light artillery piece; even a 20mm autocannon was classically only 4D killing. (I'm not sure any conventional weapon would have both...
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