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Making superhero gear make sense (mostly Marvel related)
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<blockquote data-quote="Thornir Alekeg" data-source="post: 5409951" data-attributes="member: 15651"><p>If I'm reading you correctly, I think you can manage this just fine, but it will depend upon the mix of your players, and yours and your players' flexibility. If all your players want to skip the tights-scheme, then you could adapt your game world to be more like "No Ordinary Family" (only hopefully more interesting), where the "mundanes" of the world are not aware of the supers among them. As a result, the heroes will be less flashy. Commando-type gear might actually make sense as a way to fit in on scene of an event. </p><p></p><p>If your players are a mix between four-color comics and something more realistic, the players who don't want the flashy, comics-style will hopefully be willing to let the others shine and have their fun, while making their own character concept fit their low profile, such as a former special forces sniper who develops super-powers, but the need to remain unseen or unnoticed is so strong he just cannot bring himself to put on spandex. </p><p></p><p>Things to remember:</p><p></p><p>The PCs should be defined by their powers, not by their gear, with the exception of gadgeteers where their gear is their power. </p><p></p><p>For the gadgeteer, while you say the game is a rules-light system, you need to have some framework for how their power works. You can limit the power by requiring them to have the materials on hand, but that leads to the problem of carrying everything around and having a huge inventory to track. Alternatively you limit the power by its effects or strength and always assume the materials to build anything allowed are available. </p><p></p><p>Remember that most of their challenges should be on the "super" level. </p><ol> <li data-xf-list-type="ol">A normal item like a screwdriver should never be an obstacle or the solution. </li> <li data-xf-list-type="ol">Items like body armor should be part of the design of the PC: PCs who wear it are vulnerable without it. PCs designed to not need it don't get any sginificant benefit by adding it.</li> <li data-xf-list-type="ol">Similarly, wearing camouflage might give PCs an edge against normal guards or agents, but not much versus your true challenges. A PC such as the above mentioned sniper can be stealthy at the super-level not because he's wearing a camo suit he bought at the PX, but because he has super-level skills in stealth and the suit is just a tiny part of that. </li> </ol></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 5409951, member: 15651"] If I'm reading you correctly, I think you can manage this just fine, but it will depend upon the mix of your players, and yours and your players' flexibility. If all your players want to skip the tights-scheme, then you could adapt your game world to be more like "No Ordinary Family" (only hopefully more interesting), where the "mundanes" of the world are not aware of the supers among them. As a result, the heroes will be less flashy. Commando-type gear might actually make sense as a way to fit in on scene of an event. If your players are a mix between four-color comics and something more realistic, the players who don't want the flashy, comics-style will hopefully be willing to let the others shine and have their fun, while making their own character concept fit their low profile, such as a former special forces sniper who develops super-powers, but the need to remain unseen or unnoticed is so strong he just cannot bring himself to put on spandex. Things to remember: The PCs should be defined by their powers, not by their gear, with the exception of gadgeteers where their gear is their power. For the gadgeteer, while you say the game is a rules-light system, you need to have some framework for how their power works. You can limit the power by requiring them to have the materials on hand, but that leads to the problem of carrying everything around and having a huge inventory to track. Alternatively you limit the power by its effects or strength and always assume the materials to build anything allowed are available. Remember that most of their challenges should be on the "super" level. [LIST=1] [*]A normal item like a screwdriver should never be an obstacle or the solution. [*]Items like body armor should be part of the design of the PC: PCs who wear it are vulnerable without it. PCs designed to not need it don't get any sginificant benefit by adding it. [*]Similarly, wearing camouflage might give PCs an edge against normal guards or agents, but not much versus your true challenges. A PC such as the above mentioned sniper can be stealthy at the super-level not because he's wearing a camo suit he bought at the PX, but because he has super-level skills in stealth and the suit is just a tiny part of that. [/LIST] [/QUOTE]
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