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<blockquote data-quote="demongg" data-source="post: 3924902" data-attributes="member: 9586"><p>GAME: "<strong><span style="font-size: 18px">Victorian AVENGERS 1888</span></strong>"</p><p>GENRE: Super Heroes RPG</p><p>RULES: Mutants & Masterminds 2nd Edition</p><p>THE SCOOP:</p><p>In this game I've gathered comic book fans first, RPGers second and</p><p>its working! I'm GMing this co-created world in which all the players</p><p>choose a Marvel Comics character that is/was an Avenger. They then</p><p>"re-imagine" the character into an idea set for the Victorian Era. The</p><p>group are about "X-men Level" strength at Power Level 8; 127 Power</p><p>Points. We've got 4 games under are belt and going strong.</p><p>LINKS:</p><p><a href="http://wiki.rpg.net/index.php/AGE_OF_WONDERS_-_%22The_IMPERIALS%22" target="_blank">http://wiki.rpg.net/index.php/AGE_OF_WONDERS_-_"The_IMPERIALS"</a></p><p><a href="http://games.groups.yahoo.com/group/FridayGameGang/" target="_blank">http://games.groups.yahoo.com/group/FridayGameGang/</a></p><p></p><p></p><p></p><p></p><p></p><p>I also run a D&D game using the Midnight setting.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Mystery based adventure that are open and adaptable enough for me to use for supers. A thought is to make them multi-use so that they could be used by CoC level games, Supers games, Steampunck tech, etc... Adventures that could be solved with hard work but not just foiled by the PC in a campaign with super powers or magics.</p><p>A good mystery, cool clues, interesting ways/descriptions to make things "feel" the flavor of the Victorian Era. </p><p></p><p></p><p>If there was any one thing I'm trying hard to discover is what makes my supers game in 1888 different from one set in 2008 - beyond the simple set pieces. I'm trying to think of cultural things that influence the time/people more and more in incorporate.</p><p></p><p></p><p>Also... different locations.</p><p>I'm banging my head right now trying to think of some cool stuff for an "African Safari" one-shot adventure to insert this week..... </p><p>help anyone? <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></p><p>hope that helps.</p><p>I've seen your products but don't know how much more useful they'd be compared to all my other Victorian Era game materials and resource books. </p><p>What makes you IA products better than Cthulhu by Gaslight or any of the Castle Falkenstein or Victorian Vampire, etc... stuff? </p><p></p><p>thanks</p><p>-kev-</p></blockquote><p></p>
[QUOTE="demongg, post: 3924902, member: 9586"] GAME: "[B][SIZE=5]Victorian AVENGERS 1888[/SIZE][/B]" GENRE: Super Heroes RPG RULES: Mutants & Masterminds 2nd Edition THE SCOOP: In this game I've gathered comic book fans first, RPGers second and its working! I'm GMing this co-created world in which all the players choose a Marvel Comics character that is/was an Avenger. They then "re-imagine" the character into an idea set for the Victorian Era. The group are about "X-men Level" strength at Power Level 8; 127 Power Points. We've got 4 games under are belt and going strong. LINKS: [url]http://wiki.rpg.net/index.php/AGE_OF_WONDERS_-_%22The_IMPERIALS%22[/url] [url]http://games.groups.yahoo.com/group/FridayGameGang/[/url] I also run a D&D game using the Midnight setting. Mystery based adventure that are open and adaptable enough for me to use for supers. A thought is to make them multi-use so that they could be used by CoC level games, Supers games, Steampunck tech, etc... Adventures that could be solved with hard work but not just foiled by the PC in a campaign with super powers or magics. A good mystery, cool clues, interesting ways/descriptions to make things "feel" the flavor of the Victorian Era. If there was any one thing I'm trying hard to discover is what makes my supers game in 1888 different from one set in 2008 - beyond the simple set pieces. I'm trying to think of cultural things that influence the time/people more and more in incorporate. Also... different locations. I'm banging my head right now trying to think of some cool stuff for an "African Safari" one-shot adventure to insert this week..... help anyone? :) hope that helps. I've seen your products but don't know how much more useful they'd be compared to all my other Victorian Era game materials and resource books. What makes you IA products better than Cthulhu by Gaslight or any of the Castle Falkenstein or Victorian Vampire, etc... stuff? thanks -kev- [/QUOTE]
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