Making superhero gear make sense (mostly Marvel related)

So if there's game mechanics, like in M&M, my players will start to think everything must be solved in a metagame-level. Like what are the options for grappling in M&M or what kind special attacks can you make with a sword... What I'm trying now is this:
"Ok guys, this is free-from game. See this single sheet of A4? It has all the rules there is. So now you're grappling with a werewolf, what do you do?"

This kind of game can be a lot of fun, but it relies so much on DM trust that it can be hard to pull off. And not everybody has these ideas. "I'm grappling a werewolf? I really don't know what to do. I've never done that before."

You might want to consider a "lite" sytem instead. Sort of a middle ground, with loose, basic rules, that you can add onto. Even something like "Roll 1d20 vs. a number I make up to accomplish something. Add +5 if it's related somehow to one of the three things you invented for your characters Attributes. Take a -5 penalty if it's related somehow to one of the three things you mentioned as your characters Failings." can give people enough grounding to know that they'll try to talk to the werewolf rather than wrestle it, for ex.
 

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To put it short, I don't understand why superheroes use seemingly useless uniforms and gear.

In general, if your brain can conceive of that question then any superhero game you ever attempt will be doomed to instant failure. Hardcore realism is simply impossible to maintain if you're trying to run a four-color supers game.

Some of my players are even more hardcore realism fans than me, and I think they'll try to arm and equip themselves best of their ability. I can imagine that as soon as someone gets wounded, dragonskin and interceptor body armor are raised as issues on the table.

However, since your players seem down with this style of play as well, then you can make a perfectly good go at a 'real people with super powers' game instead of a 'superheroes' game. You might want to check out these following games, even if it's just for setting and inspiration info - they tend to concentrate on this more realistic style of play:

Mutant City Blues (basically, Law and Order meets super powers)
Aberrant (where the only supers who wear costumes are the media-made pretty boys and government flacks)
Godlike (Supers during WW2, where the only uniform they wear is their country's military uniform) and it's sequel, Wild Talents, which picks up the Godlike universe and takes it into the modern day.

They might also want to check out the various comics about The 99.
 
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So if there's game mechanics, like in M&M, my players will start to think everything must be solved in a metagame-level. Like what are the options for grappling in M&M or what kind special attacks can you make with a sword... What I'm trying now is this:
"Ok guys, this is free-from game. See this single sheet of A4? It has all the rules there is. So now you're grappling with a werewolf, what do you do?"

That does sound like it poses a significant challenge. There are several possible solutions, but as Kamikaze Midget points out, a major problem with many of them is that it puts a lot more work on the DM. The core issue appears to be:

1) Difficulty with simulation-heavy games and mechanics
2) A preference for limited and easily understood options

So how to deal with that?

1) Pick an appropriate lite-rules based system. Keep mechanics ultra-simple and make the game much more freeform. This may prove unsatisfactory, however, if the players are looking for something more tactical....you may have the paradox of rules-averse players being unhappy that they're not really playing an RPG, but an advanced version of "let's pretend" with slightly more rules. Even these systems may be more confusing than they want, but that's a personal thing. I understand Ennie Nominee BASH is supposed to be fun and rules-lite, though I've never played or read it.

2) Pick a system like M&M and play fast and loose with the rules. Tell them, essentially, "Don't worry about your character sheet and stats." This may sound paradoxical, but here's the most important part: when you make a character for the game, make a single cover-sheet that has all the relevant character data they'll need. This is NON-MECHANICAL stuff. Piratecat does this for his M&M convention games and it works beautifully [and still allows for wide interpretations of those characters]. This sheet would the important character beats: a general description of his powers, his origin and past, major character points and most important equipment/allies/foes/etc. It doesn't have to be a lot of material...think of an entry from the Marvel or DC Handbooks.

3) Choose a system like M&M, and then limit your players choices. It sort of sounds like they're petrified by choice and really want the game more on a 'game' level than RPG. In that interest, make up some 'Power Cards' for them, not unlike 4E's power cards. Include something like a 'COOL STUNT' card for using Hero Points (and make yourself some Villian Point cards) and then make the game more limited to their power and ability choices. This has the potential of making it almost a board game, but might be more in line with your players desires/expectations.
 

Thank WizarDru, you have good points there. Maybe I should've considered more before I went on the road of free-from gaming and I should've took the approach you suggest:
- Decent, playtested rules
- Shielding my players from getting confused with too much data (like feats)
- Giving easy options

I don't have too much time however to make so drastic changes, since I've already explained everyone how things are going to be and the game starts next week. Of course I could do complete overhaul of the whole game and tell my players that "ok, I changed my mind, M&M it is" but right now it's not practical. Maybe I should've brought this up earlier, but you know maybe this will be a growing experience for me and after couple months I'll be wiser... and stick with published systems.
 

TMaybe I should've brought this up earlier, but you know maybe this will be a growing experience for me and after couple months I'll be wiser... and stick with published systems.

All that really matters is that you and your players have FUN. Everything else is just secondary. If you are willing to do the work, a homebrew system can be just as rewarding as any store-bought system. It's more a question of how much work you'll have to do. If it doesn't work, you always have options.
 

I didn't read the entire thread, but I'll throw in my two-cents worth anyway.

Why do superheroes wear costumes? The same reason why KISS wore make-up and Elvis wore a jumpsuit.


(In some settings, it's rationalized by a legal modification of the Good Samaratan laws, whereby a hero can act as a legal vigilante without registering with the government only if they have a recognizable and unique "uniform". Enough crooks use the "you got me all wrong, I'm really one of the good guys" legal defense that many also have a costume.)

But in the end, no matter how you justify it, they wear them because it looks cool. And because they in-genre.
 

perhaps a look at the history of the costumed hero is in order.

For instance, when did the first costumed heroes appear in comics, and what was the reason given? Did people think it strange (both readers and characters in the stories)?

On TV and at conventions, until recently, costumes have looked pretty bad. Vampirella looks pretty hot as a drawing or painting. It looks like a bad costume on a hot model in real life.

Hence the X-Men movie joke about "would you rather wear yellow tights?"

The first batman movie really changed that, despite the armor nipples. That was a costume that looked functional and badass.

I think when players balk at costumes, they're thinking the cheap stuff at the costume store or what they've seen on bad tv shows. Contrasted to the latest batman, spiderman, x-men, iron man movie costumes. Which hollywood makes look good.

Assuming the hero has a costume as well done as hollywood can make it, there's precedent for visualizing a costume in the real world that looks good.

The original premise of costumed heroes, I don't know the origin. Somebody thought it was a good idea, and there was likely a slew of them before even Superman and Batman. Even the Lone Ranger and Zorro is a form of costumed hero.
 


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