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  1. Thomas Shey

    D&D General The Great Railroad Thread

    Its not common, but I've hit it more than once. When I pointed out that there were whole genres of games that excluded, they outright said they might be games but since they constrained player choice, they weren't "real RPGs".
  2. Thomas Shey

    What makes a successful superhero game?

    Though that requires everyone to be disciplined enough to stick to their lane.
  3. Thomas Shey

    What makes a successful superhero game?

    An option that requires people to trade off their whole offensive is effectively useless most of the time; as I noted, it--at best--leaves the opponent to try again the next round, so it did--what? Its possible to construct that sort of thing so it sets up a counter strike or the like, but MSH...
  4. Thomas Shey

    What makes a successful superhero game?

    I'm being conservative; usually spy stories try to stick somewhere near but just a bit beyond the extent technologies and the helicarriers were a bit beyond that, so I was qualifying in case someone jumped on them.
  5. Thomas Shey

    D&D General The Great Railroad Thread

    Oh, sure. Though I think the later in the AP it is, the harder this is as its likely to be based on earlier events.
  6. Thomas Shey

    D&D General The Great Railroad Thread

    I've seen people pretty actually claim that anything but a complete open sandbox wasn't even an RPG. Unsurprisingly, they were awfully old-school in other ways, too.
  7. Thomas Shey

    D&D General The Great Railroad Thread

    My point was in some cases the information to lead you further along in the AP is contained within one of the nodes a lot of time, and if you ignore or disrupt that node without getting it, you've effectively wandered away from the rest of the AP completely; its hard to see any other actions on...
  8. Thomas Shey

    D&D General The Great Railroad Thread

    I'm curious how you view typical Adventure Path and Plot Point style campaigns. I've played in a couple of Paizo's for PF2e, and while they technically weren't on rails, wandering far from it was going to be--largely pointless at least. In a few spots it was going to blow up the whole rest of...
  9. Thomas Shey

    Pineapple Express: Someone Is Wrong on the Internet?

    In particular, if you don't know anything about a subject, you neither have to present an opinion without information, nor even do the investigation (I'd say "research" but in this context that term has been middlin' poisoned) to form one in most case. I've backed out of more than one...
  10. Thomas Shey

    What makes a successful superhero game?

    Eh, honestly, if someone is doing it just to be a jerk, they can just bake in the kind of behavior they want to in buying Disadvantages out the gate and leave it as a time bomb anyway. Pay-up-front or pay-as-you-go doesn't really change that.
  11. Thomas Shey

    What makes a successful superhero game?

    That's what I thought I remembered too. Its both uncertain, and leaves you largely in the same situation when the next round rolls around.
  12. Thomas Shey

    What makes a successful superhero game?

    I know that's a common feeling with some parts of the hobby, but I'll tell the truth; doing something like it in a game where psychological trauma is going to be a significant factor seems the only practical way to do it that doesn't depend excessively on people being exactly on the same page...
  13. Thomas Shey

    What makes a successful superhero game?

    Why yes, yes it does. :)
  14. Thomas Shey

    What makes a successful superhero game?

    I do have to point out that in the superhero genre, some degree of what could be classed as "disruptive behavior" is actually pretty common, depending on how you count it, close to universal. Its pretty rare for a set of supers to have sufficiently overlapping priorities and ethos that they...
  15. Thomas Shey

    What makes a successful superhero game?

    I think at least one of us confused my point. Metacurrency awards are good at representing frequency, which seems like what you're talking about, because they're self-regulating; the player brings them in in part because it seems appropriate and in part because they want the metacurrency...
  16. Thomas Shey

    What makes a successful superhero game?

    They stretch across at least two genres, same way the Punisher does. Note that the distinction between the Black Widow and and some spy characters is almost invisible, and the difference between Cap or the Winter Soldier is sometimes little other than the fact they're superhuman in attributes...
  17. Thomas Shey

    What makes a successful superhero game?

    I do have to note you've ignored one traditional case in games for this genre: Ben's player is paid upfront with extra character build resources for having occasionally going on the rampage, and then when the situation triggering it occurs, he's not given a choice about the matter as a player...
  18. Thomas Shey

    What makes a successful superhero game?

    There were actually some problems for prior editions of Hero in this regard. The killing damage system could produce very low stun, but it also gusted higher than not only you expected from "normal" damage but higher than was possible for it. Given it had a damage absorbing system, this...
  19. Thomas Shey

    What makes a successful superhero game?

    Yeah, as I commented when the I made my original Disadvantage system, I knew there were people I played with that, even though they were long time superhero fans, were probably not going to build characters with significant weaknesses "just because"; they needed mechanical encouragement. Yet...
  20. Thomas Shey

    What makes a successful superhero game?

    I think there's matters of degree there, especially with people who have any lean into "play to win" at all.
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