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Save The Day With The Sentinel Comics RPG
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<blockquote data-quote="AtomicPope" data-source="post: 8198730" data-attributes="member: 64790"><p>I've been playing Sentinels RPG since the play testing was released. The Sentinels RPG system is probably the best representation of super heroics ever devised. Think of it like the Marvel Superheroes RPG, even with the green/yellow/red scheme. There is one big difference: Marvel system was geared towards failure or mediocre success, in Sentinels the PCs or villains, can always choose to succeed. That takes some getting used. Everything in Sentinels is driven by narrative, by the story you're telling as players and the GM. </p><p></p><p>The system itself is not built for level advancement or experience points either, which is great for a Superhero game. How much can Superman actually improve? Would we notice it? That flaw found in games like Champions or Marvel was just tossed out the window. You don't "improve" but you do "learn." It's a way for the PCs to show that you can't fool them twice. Also, unlike Marvel Superheroes RPG the system allows for dramatic wins, since everything is driven by the story. In the comics Spiderman could get injured and thwarted by a bank robber or gas grenade in one comic, then beat Daredevil or Wolverine in another. That actually happens in the Sentinels RPG. There are "hit points" just like in D&D but going to zero doesn't mean you're dead, you just "lost" this round.</p><p></p><p>The broad brushstrokes makes it VERY friendly to converting your favorite superheroes and bringing them into the game. Many Superheroes have the same "powers" but they just use them differently. That's all covered here as well. For Iron Man, the different suits are very easy do. Same with making different Captain Americas: WW2, basic Cap, Ultimates. The "version" can easily be expressed differently, which changes the play style, but not necessarily the powers.</p><p></p><p>We're currently playing with the idea of running an "Epic D&D" game using Sentinels RPG. We're all making our characters and we'll probably start in two months when our current campaign ends. The Super Villains of D&D work very well for this style of play: Master Vampires, Ancient Dragons, Cthulhu, Demon Princes, etc. Just the thought of trying D&D in a new way is exciting.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8198730, member: 64790"] I've been playing Sentinels RPG since the play testing was released. The Sentinels RPG system is probably the best representation of super heroics ever devised. Think of it like the Marvel Superheroes RPG, even with the green/yellow/red scheme. There is one big difference: Marvel system was geared towards failure or mediocre success, in Sentinels the PCs or villains, can always choose to succeed. That takes some getting used. Everything in Sentinels is driven by narrative, by the story you're telling as players and the GM. The system itself is not built for level advancement or experience points either, which is great for a Superhero game. How much can Superman actually improve? Would we notice it? That flaw found in games like Champions or Marvel was just tossed out the window. You don't "improve" but you do "learn." It's a way for the PCs to show that you can't fool them twice. Also, unlike Marvel Superheroes RPG the system allows for dramatic wins, since everything is driven by the story. In the comics Spiderman could get injured and thwarted by a bank robber or gas grenade in one comic, then beat Daredevil or Wolverine in another. That actually happens in the Sentinels RPG. There are "hit points" just like in D&D but going to zero doesn't mean you're dead, you just "lost" this round. The broad brushstrokes makes it VERY friendly to converting your favorite superheroes and bringing them into the game. Many Superheroes have the same "powers" but they just use them differently. That's all covered here as well. For Iron Man, the different suits are very easy do. Same with making different Captain Americas: WW2, basic Cap, Ultimates. The "version" can easily be expressed differently, which changes the play style, but not necessarily the powers. We're currently playing with the idea of running an "Epic D&D" game using Sentinels RPG. We're all making our characters and we'll probably start in two months when our current campaign ends. The Super Villains of D&D work very well for this style of play: Master Vampires, Ancient Dragons, Cthulhu, Demon Princes, etc. Just the thought of trying D&D in a new way is exciting. [/QUOTE]
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