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Help! I need a rules-lite super hero RPG
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<blockquote data-quote="Thondor" data-source="post: 5111618" data-attributes="member: 31955"><p>I could mention some things about the mechanics,</p><p>Talents - rated 1-5 each one is a d6. Mechanically d6 roles work somewhat like risk.</p><p>Strainpoints- let you do cool stuff. Heal, add dice, 'push' your powers, 'avoid death in classic comic book style'. But also if you spend to much you pass out or even potentially die.</p><p> </p><p>But more importantly here's a piece of something I wrote about the the design style.</p><p> </p><p><strong><u>Simple Superheroes Design Philosophy</u></strong></p><p style="text-align: left">The greatest strength of a pen-and-paper RPG is the collaboration. The combination of various ideas, personalities and backgrounds into something greater than one person could ever create. This is why this game has been designed not to restrict you or your players creativity but to encourage it. It is a toolkit to unlock an interactive story, to build a game universe (with its own rules and limitations) that could never exist without you. Other games are limited by what the designers were able to imagine and expect, a RPG need not be so. When you an your players brainstorm characters, as GM you should always explore the ideas they present. A concept for a power should always be possible, limitations and weakness should be discussed until it fits within the power frame of all the rest of your characters. </p> <p style="text-align: left">Early ideas from the players on their characters, their background and the world should help you shape the universe. In this way each groups game can and should be different and each new universe created by your group should feel new. Encourage and adapt your universe to your players creativity. This philosophy lowers the burden of being the GM and gives the players a greater stake in your shared universe. </p> <p style="text-align: left">A pen-and-paper RPG is not like a book, movie or play, it is something so much more then the sum of its parts. It is a infinitely flexible story with many authors whose creativity is only limited by what you and your table willingly impose on it. There is no correct way to play a RPG: for its greatest tenet is fun for all participants. </p> <p style="text-align: left"></p><p>Hence variations on themes and rules are encouraged. Their is a great strength in being derivative, for this allows a collective common ground to be easily developed and understood. Originiality is merely creative fusion of what has gone before.</p><p> </p><p> </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> I guess that is a little long-winded.</p></blockquote><p></p>
[QUOTE="Thondor, post: 5111618, member: 31955"] I could mention some things about the mechanics, Talents - rated 1-5 each one is a d6. Mechanically d6 roles work somewhat like risk. Strainpoints- let you do cool stuff. Heal, add dice, 'push' your powers, 'avoid death in classic comic book style'. But also if you spend to much you pass out or even potentially die. But more importantly here's a piece of something I wrote about the the design style. [B][U]Simple Superheroes Design Philosophy[/U][/B] [LEFT]The greatest strength of a pen-and-paper RPG is the collaboration. The combination of various ideas, personalities and backgrounds into something greater than one person could ever create. This is why this game has been designed not to restrict you or your players creativity but to encourage it. It is a toolkit to unlock an interactive story, to build a game universe (with its own rules and limitations) that could never exist without you. Other games are limited by what the designers were able to imagine and expect, a RPG need not be so. When you an your players brainstorm characters, as GM you should always explore the ideas they present. A concept for a power should always be possible, limitations and weakness should be discussed until it fits within the power frame of all the rest of your characters. Early ideas from the players on their characters, their background and the world should help you shape the universe. In this way each groups game can and should be different and each new universe created by your group should feel new. Encourage and adapt your universe to your players creativity. This philosophy lowers the burden of being the GM and gives the players a greater stake in your shared universe. A pen-and-paper RPG is not like a book, movie or play, it is something so much more then the sum of its parts. It is a infinitely flexible story with many authors whose creativity is only limited by what you and your table willingly impose on it. There is no correct way to play a RPG: for its greatest tenet is fun for all participants. [/LEFT] Hence variations on themes and rules are encouraged. Their is a great strength in being derivative, for this allows a collective common ground to be easily developed and understood. Originiality is merely creative fusion of what has gone before. :o I guess that is a little long-winded. [/QUOTE]
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