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Making superhero gear make sense (mostly Marvel related)
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<blockquote data-quote="Jon_Dahl" data-source="post: 5409785" data-attributes="member: 89822"><p>Well in that case, I should say that I'm <u>trying</u> to GM a superhero game instead of saying that I <u>will</u> GM a superhero game, because the game will start with the assumption that players have colorful (or black) thights and they only rely on their superpowers. However, if the players want, they can go with the paramilitary style. I think from that moment on I can't call my game any longer a superherogame?</p><p></p><p>Maybe it's a good idea to little bit shed light on my game, maybe that would clear up more why I'm asking the OP question? (or then again, it might only make it more unclear...)</p><p>My game will be near-free-form superherogame, with a very light rule system which I've designed myself. I decided to go down this route, because my players are hopeless with D&D rules, so I think they'd kill themselves if I tried something like M&M. They won't study any rules, and they get nervous with rules. Period.</p><p></p><p>In my game I'll not punish the players for using heavy armor or equipment, but I will insist that you can't use superhuman physical abilities without something skin-thight. Just look at weightlifters and runners. Even if you can lift a few hundred pounds up in the air, wearing jeans or camo-pants will bother your performance (yeah righ...)</p><p></p><p>So far one of the players has promised to make MacGyver/Forge, so gadgets are going to be important part of the game. But whether the players will buy into the thights-scheme, remains to be seen.</p><p></p><p>If it's not too OT, I'd love to tell more about the game and game system.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5409785, member: 89822"] Well in that case, I should say that I'm [U]trying[/U] to GM a superhero game instead of saying that I [U]will[/U] GM a superhero game, because the game will start with the assumption that players have colorful (or black) thights and they only rely on their superpowers. However, if the players want, they can go with the paramilitary style. I think from that moment on I can't call my game any longer a superherogame? Maybe it's a good idea to little bit shed light on my game, maybe that would clear up more why I'm asking the OP question? (or then again, it might only make it more unclear...) My game will be near-free-form superherogame, with a very light rule system which I've designed myself. I decided to go down this route, because my players are hopeless with D&D rules, so I think they'd kill themselves if I tried something like M&M. They won't study any rules, and they get nervous with rules. Period. In my game I'll not punish the players for using heavy armor or equipment, but I will insist that you can't use superhuman physical abilities without something skin-thight. Just look at weightlifters and runners. Even if you can lift a few hundred pounds up in the air, wearing jeans or camo-pants will bother your performance (yeah righ...) So far one of the players has promised to make MacGyver/Forge, so gadgets are going to be important part of the game. But whether the players will buy into the thights-scheme, remains to be seen. If it's not too OT, I'd love to tell more about the game and game system. [/QUOTE]
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