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  1. 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...
  2. 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.
  3. 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.
  4. 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...
  5. Thomas Shey

    What makes a successful superhero game?

    Why yes, yes it does. :)
  6. 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...
  7. 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...
  8. 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...
  9. 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...
  10. 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...
  11. 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...
  12. 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.
  13. Thomas Shey

    What makes a successful superhero game?

    Notice I said "passive", as in, "not taking up actions." Also as I recall, it didn't work a lot even for characters avowedly good at it, and only helped so much even when they did (I will again note it has been a very long time though, so there could be something I'm forgetting). This assumes...
  14. Thomas Shey

    What makes a successful superhero game?

    There's a reason I call those people-with-powers settings rather than superhero ones.
  15. Thomas Shey

    What makes a successful superhero game?

    Oddly enough, its not really a deconstruction (except to the degree Omni-Man is a dark Superman, but then, those are a dime a dozen these days). Its just a fairly conventional superhero setting missing one element.
  16. Thomas Shey

    What makes a successful superhero game?

    If I recall, part of the problem was MSH didn't have too much in the way of passive (as in, not taking up actions) avoidance. That's a real problem for characters like Daredevil or Spider-Man who are heavily based around it.
  17. Thomas Shey

    What makes a successful superhero game?

    I have to point out open-ended modelling can be done in any game ever, in or out of the superhero genre. Saying you can do that doesn't say much.
  18. Thomas Shey

    What makes a successful superhero game?

    Yeah, but not everyone is there to play Invincible (or worse), and the alternate rule for damage in WT swung too much the other way; it didn't make you just less brittle, it made everything stun damage effectively.
  19. Thomas Shey

    Pineapple Express: Someone Is Wrong on the Internet?

    Its not that uncommon, honestly. In most games (at least in the more or less trad sphere) the role of GM and player are different enough that things you appreciate in one role may, at best, be uninteresting to you in the other.
  20. Thomas Shey

    What makes a successful superhero game?

    It still suffered in some area from playing the "price by rarity" game which I think works really badly with superheroes at least. I felt unqualified to say since, while I think I own the 4e Powers book in PDF, I haven't really had the wherewithal to read it.
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