Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Any Supers Game that feels Super?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wofano Wotanto" data-source="post: 9376385" data-attributes="member: 7044704"><p>It's pretty variable depending on the number of PCs, how well the players know their characters, and the types of scene elements in use (oh hey, I have <a href="https://villainyunpublished.blogspot.com/2023/05/more-maunderings-types-of-scene-elements.html" target="_blank">a blog article on that subject</a> too) but IME a scene with 4-6 players will usually last between an hour or two and rarely end with a tracker timing out rather than the heroes managing to pull off a win of some kind or a TPKO (Total Party Knock-Out, that is - death is pretty much optional on the game, which is another factor that makes it feel like a comic book to me). I'd say five-six rounds on a normal eight-round tracker is about average, but like I said, it's wildly variable.</p><p></p><p>I think I'm also somewhat more prone to have my villains make Overcomes to escape the scene when things go south for them than most GMs (at least the ones I've had - I play about as much as I run), which shortens my scenes. Also fond of using villain actions for things other than just their abilities, which can speed things up - and predictably, I have <a href="https://villainyunpublished.blogspot.com/2023/12/villains-more-than-sum-of-their.html" target="_blank">a blog article about that subject</a> too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Doesn't hurt that the core die mechanic is pretty simple. You declare what you're trying to do (often using a character sheet action ability, but sometimes a basic action which you might beef up by making it "risky" and taking a twist in exchange), build a pool of three dice (a power, a quality, and your status), one or two of which are predefined, and declare if you're using any available bonuses. Then you roll, see which are your highest, middle, and lowest results, apply any mods (bonuses or penalties) and determine effects, with the middle die (before mods) being the default. Once you're used to it the process takes maybe a minute tops, less when there are no bonuses to think about. </p><p></p><p>And that's PCs and major villains. Minions and lieutenants (tough minions, effectively) roll a single status die, which is also their current "Health" of sorts, so even easier.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9376385, member: 7044704"] It's pretty variable depending on the number of PCs, how well the players know their characters, and the types of scene elements in use (oh hey, I have [URL='https://villainyunpublished.blogspot.com/2023/05/more-maunderings-types-of-scene-elements.html']a blog article on that subject[/URL] too) but IME a scene with 4-6 players will usually last between an hour or two and rarely end with a tracker timing out rather than the heroes managing to pull off a win of some kind or a TPKO (Total Party Knock-Out, that is - death is pretty much optional on the game, which is another factor that makes it feel like a comic book to me). I'd say five-six rounds on a normal eight-round tracker is about average, but like I said, it's wildly variable. I think I'm also somewhat more prone to have my villains make Overcomes to escape the scene when things go south for them than most GMs (at least the ones I've had - I play about as much as I run), which shortens my scenes. Also fond of using villain actions for things other than just their abilities, which can speed things up - and predictably, I have [URL='https://villainyunpublished.blogspot.com/2023/12/villains-more-than-sum-of-their.html']a blog article about that subject[/URL] too. :) Doesn't hurt that the core die mechanic is pretty simple. You declare what you're trying to do (often using a character sheet action ability, but sometimes a basic action which you might beef up by making it "risky" and taking a twist in exchange), build a pool of three dice (a power, a quality, and your status), one or two of which are predefined, and declare if you're using any available bonuses. Then you roll, see which are your highest, middle, and lowest results, apply any mods (bonuses or penalties) and determine effects, with the middle die (before mods) being the default. Once you're used to it the process takes maybe a minute tops, less when there are no bonuses to think about. And that's PCs and major villains. Minions and lieutenants (tough minions, effectively) roll a single status die, which is also their current "Health" of sorts, so even easier. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Any Supers Game that feels Super?
Top