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General Tabletop Discussion
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Super Hero style game
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<blockquote data-quote="David Anderson Jr" data-source="post: 7485498" data-attributes="member: 6787910"><p>That's an excellent idea. You could then change the DESCRIPTOR to reflect origins and things of that nature. In fact, in a supers game, you could change the DESCRIPTOR entirely to suit the game. Here's a stab at it:</p><p></p><p><em>A<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite23" alt="(n)" title="Thumbs down (n)" loading="lazy" data-shortname="(n)" /> [power type] [origin] [identity] who /with [motivation].</em></p><p></p><p>So Spiderman would be, "An anthropomorphic science experiment gone wrong news photographer who is atoning for the death of his Uncle."</p><p></p><p>The <em>[hook]</em> is now the motivation, and when dealing with a situation that directly relates to that motivation their dice explode. (This might need a lot more consideration to be a workable mechanic as it would probably be prone to a lot of player abuse.)</p><p></p><p>A couple of consideration are the use of devices and power suits. Are they something that can be taken away? Powered down? Damaged? If so, how are they fixed? That would probably be a mechanic of the Origin Career probably. (I really like that idea because the powers could be independent of the Origin Career, so you could mix and match.)</p><p></p><p>The last big question I would have at this point is what about weaknesses? Do you allow the players to 'buy' a weakness in exchange for, a super-power trait? Or would that violate the spirit of the Career system that N.O.W. is built on?</p><p></p><p>So many questions, so much work! I want to write a N.O.W. supers hack.</p></blockquote><p></p>
[QUOTE="David Anderson Jr, post: 7485498, member: 6787910"] That's an excellent idea. You could then change the DESCRIPTOR to reflect origins and things of that nature. In fact, in a supers game, you could change the DESCRIPTOR entirely to suit the game. Here's a stab at it: [I]A(n) [power type] [origin] [identity] who /with [motivation].[/I] So Spiderman would be, "An anthropomorphic science experiment gone wrong news photographer who is atoning for the death of his Uncle." The [I][hook][/I] is now the motivation, and when dealing with a situation that directly relates to that motivation their dice explode. (This might need a lot more consideration to be a workable mechanic as it would probably be prone to a lot of player abuse.) A couple of consideration are the use of devices and power suits. Are they something that can be taken away? Powered down? Damaged? If so, how are they fixed? That would probably be a mechanic of the Origin Career probably. (I really like that idea because the powers could be independent of the Origin Career, so you could mix and match.) The last big question I would have at this point is what about weaknesses? Do you allow the players to 'buy' a weakness in exchange for, a super-power trait? Or would that violate the spirit of the Career system that N.O.W. is built on? So many questions, so much work! I want to write a N.O.W. supers hack. [/QUOTE]
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