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Recurring comment about Marvel Heroic RP that seems wrong to me
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<blockquote data-quote="pemerton" data-source="post: 9247236" data-attributes="member: 42582"><p>Those are rules for rolling up a random character.</p><p></p><p>I'm referring to the rules in the rulebook, under the heading "Creating New Datafiles", which begin on p OM110 and run for four pages, to OM113.</p><p></p><p>These begin "To create your hero the way you want, you need to know as much about him or her as you can. . . . From this informatoin, write up a short summary of the hero. . . . Now you're ready for the checklist." The checklist refers to the stuff I described in my OP: assigning affiliations writing up three distinctions, creating power sets, and assigning specialties. The book says, in my view quite correctly, that creating the power sets for a character "is probably the most time-consuming part" (OM112).</p><p></p><p>The book also refers to creating milestones, which I left out of my OP but is important (although probably not fundamental, eg for a one-shot).</p><p></p><p>I think it is a creation system, as per the checklist and what I've said in this post and my OP. For reasons that surprise no one, the actual examples discussed are of writing up an as-yet unstatted Marvel hero, but I can report - from experience - that it works just as well for The Knight, and for other heroes and villains that I've created.</p><p></p><p>"Pure modelling" isn't a PC creation method in D&D. As we know from books like DDG, it produces character builds that are illegal in terms of the game rules.</p><p></p><p>The same point can be made about a lot of other RPGs (eg Rolemaster, RuneQuest, Torchbearer, etc).</p><p></p><p>But characters created following the guidelines and checklist set out on those four pages of the rulebook will be legal characters who will work in play.</p><p></p><p>As I have seen it, either because (i) they miss those pages, or (ii) they misread them, or (iii) they take the view that character creation rules <em>must</em> mean something like "pick one from list A and one from list B" (eg D&D class + race), or must mean buying options from a menu with points (eg Hero, GURPS, etc).</p><p></p><p>The idea that first you would imagine your character <em>in the fiction</em>, and then use the game's system of descriptors (some free, some specified in the rules for PC build) to express them in system terms, seems foreign to them.</p><p></p><p>I can't remember how long it took me the first time. I feel I've become quicker at it with a bit of practice (especially for my fantasy hack, which I have played and have prepped for more than MHRP itself).</p><p></p><p>I also think it can vary a bit with the character. I found The Knight really easy to write up, because the concept of a superhero who has built themselves their gear, and one of those items is a hover-shield, is such a staple that it's really easy to map to the options in the book. When I wrote up the Scarlet Witch that was a bit trickier: I had to lean on a mix of Sorcery and SFX that permit (and encourage) Doom Pool manipulation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9247236, member: 42582"] Those are rules for rolling up a random character. I'm referring to the rules in the rulebook, under the heading "Creating New Datafiles", which begin on p OM110 and run for four pages, to OM113. These begin "To create your hero the way you want, you need to know as much about him or her as you can. . . . From this informatoin, write up a short summary of the hero. . . . Now you're ready for the checklist." The checklist refers to the stuff I described in my OP: assigning affiliations writing up three distinctions, creating power sets, and assigning specialties. The book says, in my view quite correctly, that creating the power sets for a character "is probably the most time-consuming part" (OM112). The book also refers to creating milestones, which I left out of my OP but is important (although probably not fundamental, eg for a one-shot). I think it is a creation system, as per the checklist and what I've said in this post and my OP. For reasons that surprise no one, the actual examples discussed are of writing up an as-yet unstatted Marvel hero, but I can report - from experience - that it works just as well for The Knight, and for other heroes and villains that I've created. "Pure modelling" isn't a PC creation method in D&D. As we know from books like DDG, it produces character builds that are illegal in terms of the game rules. The same point can be made about a lot of other RPGs (eg Rolemaster, RuneQuest, Torchbearer, etc). But characters created following the guidelines and checklist set out on those four pages of the rulebook will be legal characters who will work in play. As I have seen it, either because (i) they miss those pages, or (ii) they misread them, or (iii) they take the view that character creation rules [I]must[/I] mean something like "pick one from list A and one from list B" (eg D&D class + race), or must mean buying options from a menu with points (eg Hero, GURPS, etc). The idea that first you would imagine your character [I]in the fiction[/I], and then use the game's system of descriptors (some free, some specified in the rules for PC build) to express them in system terms, seems foreign to them. I can't remember how long it took me the first time. I feel I've become quicker at it with a bit of practice (especially for my fantasy hack, which I have played and have prepped for more than MHRP itself). I also think it can vary a bit with the character. I found The Knight really easy to write up, because the concept of a superhero who has built themselves their gear, and one of those items is a hover-shield, is such a staple that it's really easy to map to the options in the book. When I wrote up the Scarlet Witch that was a bit trickier: I had to lean on a mix of Sorcery and SFX that permit (and encourage) Doom Pool manipulation. [/QUOTE]
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