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  1. Theory of Games

    What makes a successful superhero game?

    Well just depends on your tactics. The game allowed for a single character to perform multiple attacks against multiple opponents, as well. There aren't any perfect systems, but MSH was decent at emulating comic book fights - and sometimes the bad guys did get the best of the hero (y)
  2. Theory of Games

    What makes a successful superhero game?

    There were other defensive options: Evasion was ideal for close combat, as well as Blocking. I mean, the player making the FEAT roll might botch it, but the option was there regardless. The player could take both a defensive and offensive action on the same turn, which for a combat system, was...
  3. Theory of Games

    SkyNet really is ... here?

    You're assuming "rational" has the same meaning for advanced AI. What's happening now is AI has been taught how to design their own AI tools allowing them to build super-advanced AI that humans can't even understand, let alone design. And it's happening so fast the best minds - the people who...
  4. Theory of Games

    What's the bare minimum for a VTT?

    If I had to choose between a system with tons of options but a strong learning curve vs. limited options but superb ergonomics, I'll take the latter. Ease of use is everything to me, in all aspects of life, but it's critical when I'm running a campaign. Like many GMs, I have a lot on my plate -...
  5. Theory of Games

    What makes a successful superhero game?

    Well. KILL results can also be resisted with a successful Endurance FEAT roll. I liked having the KILL results for the NPC villains and the occasional "dark & gritty" style adventures. It was always funny to me thinking that every time Wolverine shanked a villain, he lost his Karma - like, Logan...
  6. Theory of Games

    SkyNet really is ... here?

    Greed. Hubris. As I posted above and many of the videos I've presented explain, a big factor in this is human weakness - our reckless desire to "win" despite what that "win" may cost us. Many of the top tech companies involved in this AI "arms race" simply aren't interested in the risk to...
  7. Theory of Games

    SkyNet really is ... here?

    And your last sentence sums up the issue: as Super-Intelligence emerges, the technology outpaces our ability to track exactly what AI can do and how fast it can do it. Already we've learned that the best AI can learn at least 10,000 times faster than humans can...
  8. Theory of Games

    What makes a successful superhero game?

    Yeah but STUN results incapacitate the threat just the same, but without the need for CPR 😁 I'm not certain which edition you used, but in Advanced MSH: "Death: Almost all heroes have a code against killing, and this is reflected by the fact that if a hero kills an opponent, or through his...
  9. Theory of Games

    What makes a successful superhero game?

    Well. I've played, ran and read most of the superhero ttrpgs ever created because I enjoy the genre. Most of them allow for characters that vastly outperform others, either via random-rolled creation or point-buy creation. You're suggesting that gap in capability is a flaw, but again, that gap...
  10. Theory of Games

    SkyNet really is ... here?

    There's been more than a few threads discussing AI in general over the last year or so. To name a few: https://www.enworld.org/threads/a-i-in-general.707645/ https://www.enworld.org/threads/how-generative-ais-work.703156/...
  11. Theory of Games

    SkyNet really is ... here?

    This thread isn't about AI "feel good" stories. It's about the dangers of the technology. I'd appreciate it if pro-AI comments found their way to another pro-AI thread. Thanks(y)
  12. Theory of Games

    What makes a successful superhero game?

    As part of MSH's combat sequence, players were allowed to make a defensive FEAT roll that could make it harder for foes to hit them. The real issue is that most rpg players consider defensive options anathema to the extent that they will put their characters in terrible positions tactically just...
  13. Theory of Games

    What makes a successful superhero game?

    Depends on what kind of superhero tone your group's going for: Wild Talents and Champions can cover lethality a little better than most, while M&M or ICONS provides more of a "Rated-G" experience. As someone posted upthread, it's important to pick the system that best suits the style of gameplay...
  14. Theory of Games

    SkyNet really is ... here?

    The danger with this tech has layers, where human corruption can make AI technology even harder to manage and if the public turns a blind eye to the threat, by the time we understand the danger it will be too late...
  15. Theory of Games

    Check Out The Mutants & Masterminds 4E Playtest

    M&M's designer Steve Kenson and Line Developer Alex Thomas discuss 4e updates:
  16. Theory of Games

    Check Out The Mutants & Masterminds 4E Playtest

    Yes. On the "main" M&M site, The Atomic Think Tank, there's several members currently converting their 3e characters over to 4e using the playtest materials. But again, this is just playtest materials and there's been daily (sometimes hourly) discussion about what people like and dislike about...
  17. Theory of Games

    Modern Action RPGs

    Hm. Ever read or tried Wushu? It's a very narrative system where players gain bonuses to an action by describing how their character performs the action - the more dynamic and badass the description, the more points the player gets. The system is all about cinematic-style action and has kind of...
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