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SOMEWHAT OT: Silver Age Sentinels
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<blockquote data-quote="JeffB" data-source="post: 282426" data-attributes="member: 518"><p>Not only is the system very flexible like HERO, it’s just a benchmark for how to do ANY RPG core book.</p><p></p><p>It has a lot of designer’s notes in it (similar to 3E), but I find the designers notes much more interesting, insightful, and often they are filled with options to change the system in whatever direction you like, whether you want added complexity, or simplicity. I would have loved to seen this with 3E. Whenever an option/variant is given in 3E it is always an added complexity, never are solutions for simplifying a game element suggested (unless you consider that they are trying to talk you out of using the more complex variant)</p><p></p><p>For example, SAS has alternate rules for damage to simplify the system (though it’s hardly complicated as it is), and a simplified optional skill system (breaking skills into broader knowledge groups), There’s also ton’s of combat options. Basically SAS is giving you most if not all the detail you can get with HERO but designed for smoother, faster resolution. If you want complication, the options are there, if you don’t that’s fine too. </p><p></p><p>The GM section is fantastic…I don’t read comics, haven’t since I was a kid, so the GM section is particularly useful for those who might want to run a Supers game, but aren’t comic aficionados (not to mention there’s a introductory section I the book that gives a fairly detailed history of Comic Books and the CB industry which is quite interesting).</p><p></p><p>The “Campaign Section” (which is comprised of several chapters really) is probably coolest part of the book. It gives a “history” of supers from a in-game viewpoint. It’s full of newspaper articles and confidential documents from the WWI era, all the way through the modern day. I know C:TNM did this, but in no way is it as well done as SAS, and the SAS documents are much more fun, as well as useful for a GM to read. Then there’s the webpages dedicated to Geography, the detailed breakdown of Empire City (an Alter-ego of NYC), a whole chapter of adventure hooks, stats and backgrounds for Iconic characters etc. There’s a TON of info packed into the book. The graphics in these chapters are just phenomenal as well…entertaining as well as useful.</p><p></p><p>Back in the early and mid-80’s I ran HERO quite a bit:; whether it was Champs, or Espionage, or Justice Inc. I quit gaming for 15 years, and when I started back up I went right out looking for HERO again. Of course it wasn’t really around, so I purchased C:TNM, which was close in complexity to what I wanted to run, but just did not inspire me or my players; it was poorly written, full of errors, and hard to digest. When HERO 5th was finally released I was overjoyed…until I started reading it….I never could get through a chapter without my head hurting..…It’s a great system, but has become too cumbersome for this old gamer with a family and little free time, to work-up, teach and play. I’m not trying to rag on HERO here, I LOVE the essence of the system, it’s just not feasible for me to run these days.</p><p></p><p>SAS, gives me the Supers system I’ve been wanting/needing. I’ve been impressed with BESM, Tenchi (which I bought just because I became a fan of the show, though generally Anime annoys me), and the other GOO stuff: it’s fun to read and beautiful to look at, the game engine is simple yet easy to modify if needed/wanted, and ultimately, it just plain works.</p><p></p><p>Sorry for the Sermon…I just think this is the best RPG to come down the road in a long time, whatever the Genre.</p></blockquote><p></p>
[QUOTE="JeffB, post: 282426, member: 518"] Not only is the system very flexible like HERO, it’s just a benchmark for how to do ANY RPG core book. It has a lot of designer’s notes in it (similar to 3E), but I find the designers notes much more interesting, insightful, and often they are filled with options to change the system in whatever direction you like, whether you want added complexity, or simplicity. I would have loved to seen this with 3E. Whenever an option/variant is given in 3E it is always an added complexity, never are solutions for simplifying a game element suggested (unless you consider that they are trying to talk you out of using the more complex variant) For example, SAS has alternate rules for damage to simplify the system (though it’s hardly complicated as it is), and a simplified optional skill system (breaking skills into broader knowledge groups), There’s also ton’s of combat options. Basically SAS is giving you most if not all the detail you can get with HERO but designed for smoother, faster resolution. If you want complication, the options are there, if you don’t that’s fine too. The GM section is fantastic…I don’t read comics, haven’t since I was a kid, so the GM section is particularly useful for those who might want to run a Supers game, but aren’t comic aficionados (not to mention there’s a introductory section I the book that gives a fairly detailed history of Comic Books and the CB industry which is quite interesting). The “Campaign Section” (which is comprised of several chapters really) is probably coolest part of the book. It gives a “history” of supers from a in-game viewpoint. It’s full of newspaper articles and confidential documents from the WWI era, all the way through the modern day. I know C:TNM did this, but in no way is it as well done as SAS, and the SAS documents are much more fun, as well as useful for a GM to read. Then there’s the webpages dedicated to Geography, the detailed breakdown of Empire City (an Alter-ego of NYC), a whole chapter of adventure hooks, stats and backgrounds for Iconic characters etc. There’s a TON of info packed into the book. The graphics in these chapters are just phenomenal as well…entertaining as well as useful. Back in the early and mid-80’s I ran HERO quite a bit:; whether it was Champs, or Espionage, or Justice Inc. I quit gaming for 15 years, and when I started back up I went right out looking for HERO again. Of course it wasn’t really around, so I purchased C:TNM, which was close in complexity to what I wanted to run, but just did not inspire me or my players; it was poorly written, full of errors, and hard to digest. When HERO 5th was finally released I was overjoyed…until I started reading it….I never could get through a chapter without my head hurting..…It’s a great system, but has become too cumbersome for this old gamer with a family and little free time, to work-up, teach and play. I’m not trying to rag on HERO here, I LOVE the essence of the system, it’s just not feasible for me to run these days. SAS, gives me the Supers system I’ve been wanting/needing. I’ve been impressed with BESM, Tenchi (which I bought just because I became a fan of the show, though generally Anime annoys me), and the other GOO stuff: it’s fun to read and beautiful to look at, the game engine is simple yet easy to modify if needed/wanted, and ultimately, it just plain works. Sorry for the Sermon…I just think this is the best RPG to come down the road in a long time, whatever the Genre. [/QUOTE]
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