Superhero RPG w/o the kitchen sink?

changoo

Banned
Banned
Don't get me wrong, I love comics, esp marvel and DC. FASERIP was one of my favorite games.

But I yearn for a game that captures the superhero feel w/o having every single trope tossed into the mix. Here's a mage, there's a mutant, there's power-armor dude. Oh, and they have every possible power you can imagine.

Is there a game where the setting is a bit more focussed?

Thanks in advance,
 

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I would say a point buy system like DC Adventures, Mutants and Masterminds or HERO/Champions but you don't want a kitchen sink and every power immaginable. For that reason I'll suggest you give ICONS a try.

As for setting focused superhero games... you got me there 'cuase even each system only tends further their settting via expansions rather then making it the for frount of their main book. Though DCA does have a good primer to the DCU.
 

Is there a game where the setting is a bit more focused?
Not exactly. But you could go through the list for Hero, Icons, Mutants & Masterminds, etc., and delineate which powers characters could and could not have.

Icons is pretty lightweight and uses its own version of FASERIP.
 

As a break from our routine, my group started playing Savage Worlds: Necessary Evil last week. From the character creation phase the session before I knew there would be some comedy involved so I wasn't taking this game too seriously.

It is very loose in power definitions, the SW combat system is fast and furious, and overall I think we had fun. Of course I had to change the plot point campaign to handle the comedic play style, but I would recommend it as a non-kitchen sink system. WIth both PDFs at low prices you cannot pass it up.

D
 

I am also going to recommend ICONS, my favorite game to come out this year with its own system that was influenced by both FASERIP and FATE, and suggest checking out ION GUARD as a setting for ICONS. With the PCs being members of the ION Guard and each possessing an ION Fist, I think it might provide the tighter focus you seek.
 

Godlike (WW2 supers) and Underground (cyberpunk supers) are more focused, and with games like HERO, you can make them as focused or wide-open as you want.
 

If you're looking for a focused setting, you might take a look at Greg Stolze's Progenitor, which has a versatile set of supers, but a very solid and interesting origin concept for them all. Put simply, super powers are contagious. It has a really cool timeline, based on the actions of the first super heroine, and everyone she has effected. Here's a blurb!

It started as a "What if...?" kind of thread on RPG.net. Greg found cool new things to add, then even cooler new things, then added a whole mountain of cool things on top of that.

Progenitor is a massive campaign sourcebook for Wild Talents. It all starts with Amanda Sykes, a young, midwestern American housewife, who in 1968 gains incredible powers from an infusion of "dark energy." Trying to find ways to use these abilities to help her country, she unwittingly passes them on to others -- her husband, her daughter, an Army recruiter, Vietnamese guerillas, President Johnson. Each of them in passes powers on to others in turn.

As the powers spread, the world changes. Amanda fights to protect young American soldiers in Vietnam, and creates among their enemies some of the most powerful superhumans on the planet. Impossible technologies flourish. Metahuman-crafted memes change society. A metahuman builds an island of her own, dubs it Atlantis, and makes it a haven for the Progenitor's heirs. Another plots to send his nation into outer space and seed the Solar System with Earthly life. A relatively minor, anonymous metahuman sparks the Metapocalypse in 1983, ultimately resulting in a billion deaths out of sheer spite; it would have been more if not for Amanda Sykes.

Player characters can begin at any moment in the timeline. Progenitor features a thoroughgoing history of the world after 1968, plus rules for the GM to change that timeline year by year to reflect the shifting tensions and priorities in society. Game metrics for Warfare, Economy, Suspicion and Technology define crises for the player characters to face. And of course there are detailed stats and backgrounds for characters in every era, from the wicked Jack Grimes to Amanda Sykes, the Progenitor herself, who evolves into something altogether other than a modest housewife over the years.​
 

Count me as another voice saying you could use something like Mutants & Masterminds. You'd just need to develop your setting and then make clear to your players which powers/abilities fit and which don't. It's also very easy to reskin different powers to make them better fit your vision.
 

Among published games I will second both Godlike and Underground as non "anything goes" super-settings.

Godlike is low-powered supers in WW2 and typically a hero will have only a few aspects of a power. In fact there is a specific list of what's not possible in the game universe, things like time travel, mind control, and super-science. Combining this with the campaign concept that everyone is in the military during a war and you have a very strong focus for players and the GM to work within. It's set during WW2 real-world as altered by supers so it has a specific historical time period and contains a bunch of notes and vehicles/weapons from that time.

Underground starts with the concept that the players joined a corporate mercenary group and were given powers during a surgical/cybernetic and brainwashing program, served their time in various military campaigns, and are now getting out. This gives your players a common origin and limits the scope of the powers a bit - no aliens or robots for example. A lot of the characters seem to end up as a big tough guy with a ridiculously huge gun but not everyone has to - that's just my experience. It's a near-future dystopian setting with corporations having much power, slightly higher technology, and a colony on the moon so it does have a specific setting though it's not as specific as Godlike.

If you're not sure then both could provide inspiration for working up your own setting. They're worth a look for anyone considering a less wide open supers campaign.
 


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