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  1. DrunkonDuty

    Which 80s wargames and adventure games do you still play?

    so much table space. I'd have to clear out the spare bedroom, buy a ping pong table and a couple of side desks. It'll never happen. Which is a shame cos a few years ago I got a second hand copy of World in Flames at a con sale. All the expansions, all the counters unpopped. I'll never play it...
  2. DrunkonDuty

    Which 80s wargames and adventure games do you still play?

    I've played a few games of the old Avalon Hill Dune. Probably try to get another going sometime soon, but adulting makes scheduling difficult. Ones I would play if I could are World in Flames (WW2) and Empires in Arms (Napoleonic.) But ideally they require 5-7 players and lots of spare time.
  3. DrunkonDuty

    Best published superhero adventure?

    LOL. I'll be honest - guessed that that was the reason they were fighting.
  4. DrunkonDuty

    Best published superhero adventure?

    I do have to say Mr Mastermind and Monster Mastermind are kinda... terrible names. But I kinda like that.
  5. DrunkonDuty

    Best published superhero adventure?

    Oh yeah, the art in the FASERIP stuff was great. Wasn't it by actual Marvel artists? So I'm just perusing the Icons adventures on DrivethruRPG. Gotta say, they all sound fun and very comics.
  6. DrunkonDuty

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    I agree, HERO doesn't have the granularity if GURPS. But you can still make the low power ranges work. It's just that there's going to precious little difference between, say, a goblin and a hobgoblin. Or a low point PC and a goblin. But speaking of GURPS and granularity - at least one genre...
  7. DrunkonDuty

    Best published superhero adventure?

    I've never used a published adventure for supers. The few I've read have left me with a general feeling of "meh." The old FASERIP adventures that I've read, Ragnarok and Roll, Time Trap, and one or two others, really weren't very good. Poor layout, confused plots, unispired set pieces. I do...
  8. DrunkonDuty

    What Makes A Successful Superhero CAMPAIGN

    All the supers games I've been involved in have been the full gonzo. I'd actually like to try a more limited campaign, like an all mutants campaign, for a change of pace.
  9. DrunkonDuty

    What makes Arthurian fantasy its own genre, different from more traditional D&D-ish medieval fantasy? What are some Arthurian-style plots?

    I'm fond of the older, more fantastical aspects from Celtic myths. In those Arthur's knights are always travelling back and forth to Faerie and dealing with strange beings. I think it's a trope that would mesh well with the Mists of Ravenloft, with Ravenloft obivously being Faerie. Playing up...
  10. DrunkonDuty

    What Makes A Successful Superhero CAMPAIGN

    Ahhh. Yeah, I see where you're coming from. Yeah, I'm not gonna rewrite an adventure that doesn't come up against a PC's, um, narrative edges*. Or if I feel I'm making a legitimate riff on a PC's story, that doesn't go against the tone of the game, I'll push back against pushback. Coz, I might...
  11. DrunkonDuty

    What Makes A Successful Superhero CAMPAIGN

    I'm okay with players vetoing some things. Like my example with secret id... (was that this thread or the other one?) ... if it turns out that I, as GM, have grossly misunderstood what a player was thinking... Odds are I'm going to change to meet the player.
  12. DrunkonDuty

    What Makes A Successful Superhero CAMPAIGN

    I think getting buy-in from the players is important to everyone having a fun game. And one way to get that is to ask players to contribute to the setting. Exactly what this looks like varies depending on the game and the players. e.g.: for a no holds barred supers game I'd expect more...
  13. DrunkonDuty

    What makes a successful superhero game?

    I admit I never noticed rules against multipowers in multiforms. I guess that was my personal bias applying blinkers...
  14. DrunkonDuty

    What Makes A Successful Superhero CAMPAIGN

    Agreed. In fact I'll go so far as to say any game where the players are going to contribute meaningfully to world building should include veto power for the players. It's a group game. :cool:
  15. DrunkonDuty

    What makes a successful superhero game?

    As for multiform power armour - I'm totally for it. My best, by which I mean most elegant and well thought out, Champions character was a multiform power armour type.
  16. DrunkonDuty

    What makes a successful superhero game?

    @Thomas Shey I didn't know 6th ed had gone and gotten a hero point system. I haven't actually read the 6th ed rules except for Fantasy Hero Complete, which I admit I only skimmed. But I have definitely borrowed some 6th ed concepts for my homebrew HERO. e.g. got rid of figured characteristics...
  17. DrunkonDuty

    Images to spark creativity

    That flaming headed monster is no respecter of Klimt. Or possibly a huge fan who wants to drape themself in his work. :unsure:
  18. DrunkonDuty

    What makes a successful superhero game?

    Really? I'll have to track it down.
  19. DrunkonDuty

    What Makes A Successful Superhero CAMPAIGN

    As folks have said above, player buy in is essential. The group needs to sit down and work out what the game style is. A discussion about what tropes are in use and the way they are expected to play out is important. E.g. secret IDs. Yes or no? And if yes, what's the fall out for the secret...
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