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<blockquote data-quote="Retreater" data-source="post: 9112616" data-attributes="member: 42040"><p>TMNT was my intro to RPGs. Growing up in the U.S. South during the Satanic Panic with conservative parents meant D&D was off the table for my entire childhood. Both TMNT and Marvel I've found the best parts to be the character creation, making your hero with interesting mutations or superpowers. And then both systems sort of fall apart after that minigame - when actual play occurs. I've found this to also be the case for Mutants & Masterminds - with the strange scaling and charts to figure out how fast a Power Ranking 9 Speedster is vs. a Power Ranking 5 Super Alien.</p><p>With the fantasy games, I think it's a marketing thing. I've seen A LOT more ads and reviews for systems like Mork Borg, Forbidden Lands, Warhammer Fantasy than systems like Blue Rose, Fantasy AGE, Age of Sigmar, (assuming these are more narrative/less grim and gritty type systems). And I think "serious roleplayers" (and critics, reviewers, etc.) speak very highly about products like "Masks of Nyarlahotep" or "The Enemy Within." In the culture, I've been more directed to grim and gritty games. Often, this is counter to what my players actually want to play.</p><p>This group specifically wants high adventure, lots of exciting action, killing monsters, etc. They predominantly enjoy a power fantasy (even the adults). </p><p>Another genre as a palate cleanser after so much D&D-like fantasy would be fine. But it needs to be a genre that I feel like I have the familiarity to run. (For example, I'd be bad at running RPGs about Wrestling, Anime, Westerns, etc.)</p><p></p><p>Yeah. I'm thinking that something like a "story loss" to replace a TPK - like what is used in 13th Age - might be a good idea. </p><p></p><p>I've run some lengthy PbtA games. For other groups, I did a Dungeon World campaign and a series of Monster of the Week adventures for a few months. With both systems, I did struggle with "what can I do as the GM?" and "when can I attack?" I did find that both of them got extremely predictable and "easy" - just focus on your "good thing" and you can't fail. Neither system seemed capable of running more than 2-3 sessions before they got too easy and boring.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9112616, member: 42040"] TMNT was my intro to RPGs. Growing up in the U.S. South during the Satanic Panic with conservative parents meant D&D was off the table for my entire childhood. Both TMNT and Marvel I've found the best parts to be the character creation, making your hero with interesting mutations or superpowers. And then both systems sort of fall apart after that minigame - when actual play occurs. I've found this to also be the case for Mutants & Masterminds - with the strange scaling and charts to figure out how fast a Power Ranking 9 Speedster is vs. a Power Ranking 5 Super Alien. With the fantasy games, I think it's a marketing thing. I've seen A LOT more ads and reviews for systems like Mork Borg, Forbidden Lands, Warhammer Fantasy than systems like Blue Rose, Fantasy AGE, Age of Sigmar, (assuming these are more narrative/less grim and gritty type systems). And I think "serious roleplayers" (and critics, reviewers, etc.) speak very highly about products like "Masks of Nyarlahotep" or "The Enemy Within." In the culture, I've been more directed to grim and gritty games. Often, this is counter to what my players actually want to play. This group specifically wants high adventure, lots of exciting action, killing monsters, etc. They predominantly enjoy a power fantasy (even the adults). Another genre as a palate cleanser after so much D&D-like fantasy would be fine. But it needs to be a genre that I feel like I have the familiarity to run. (For example, I'd be bad at running RPGs about Wrestling, Anime, Westerns, etc.) Yeah. I'm thinking that something like a "story loss" to replace a TPK - like what is used in 13th Age - might be a good idea. I've run some lengthy PbtA games. For other groups, I did a Dungeon World campaign and a series of Monster of the Week adventures for a few months. With both systems, I did struggle with "what can I do as the GM?" and "when can I attack?" I did find that both of them got extremely predictable and "easy" - just focus on your "good thing" and you can't fail. Neither system seemed capable of running more than 2-3 sessions before they got too easy and boring. [/QUOTE]
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