Batman Isn't GURPS!


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Actually, GURPS can be very cinematic, since the main book itself has a sidebar of rules for "Cinematic-ness," and I think it may be reprinted in GURPS Supers.
 

One Phrase:

Mutants.

and.

Masterminds.




The release date is Thanksgiving week, by Green Ronin press. Go to www.greenronin.com to check it out. It is d20 based, but it is NOT d20, having some glaring changes in it from traditional d20, which may make your anti-d20 player happier. Even though your startup might be delayed while you learn the rules, I have been hearing good things about this game from Monte Cook and Chris Pramas. (Chris I EXPECT to sing its praises.)
 

Silver Age Sentinels (Tri Stat)

The Tri-Stat (not d20) version of Silver Age Sentinels should be perfect for an online game.

Simple rules, effects-based powers to let the players build the heroes they want to play and an emphasis on roleplaying over combat - it really should work out nicely for online play.

But then again, I'm an idiot with a low post count...

yongi
 

I like the old Marvel game for its simplicity.


I like Aberrant because I think the system is good for the genre. If you want to make a batman type character, just do as the book suggest and go with low levels in several mega attributes. This would approximate the ability level of Captain America or Batman.
 


Allow me to second (Tri-Stat) Silver Age Sentinels, which lends itself well to online games. It's very easy to learn and character creation is extremely flexible. Pity that one of your players isn't fond of d20, since both Vigilance and Mutants & Masterminds look to be excellent contenders.
 

Xarlen said:
Supers Gurps. Now, the problem with Gurps is... it's LETHAL. A gangbanger shouldn't take down Capt. America.

The lethality of GURPS has often been exaggerated. High-HT characters are monsters. I recently ran a combat with three critters with HT 15 and 20 hit points, and it took 120 points of damage to kill two of them...

And if that's not enough for you, allow the PCs to spend CPs to purchase rerolls. That should keep them from dying too early.
 

I ran a GURPS Supers game that lasted for 8 years, and it was plenty cinematic. You need to take some issues into account, and the cinematic suggestions in the Supers book go a long way towards that. The traditional problem with GURPS Supers, IME, has been that Champions scales very differently, and Champions players are thrown by that change in scale. Hitting a bystander with a tank will KILL them in GURPS. Plus, defenese is much more necessary in a GURPS game, and often neglected. The rule of thumb should be this: if you can't take the punishment you dish out, you've got a problem. :)

On the other hand, the Hero system was built from the ground up to handles Supers, while GURPS tends to get dicey after you cross a certain threshold, power-wise. The old Marvel game was rather nice, even if I had trouble following the power-level categories because of their names. There were a lot of games I'd have liked to have played, but never got to, like the old WestEnd DC Heroes.
 

If you can get the Ultimate Powers Book, then I have to go with Marvel Super Heroes. It handled low-powered characters pretty well, IMO. I do mean the old one though, not the card-based one (SAGA I think?). Of course, even if you can't get the UPB,, I still recommend MSH.
 

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