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Superhero RPG w/o the kitchen sink?
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<blockquote data-quote="Lord_Blacksteel" data-source="post: 5398233" data-attributes="member: 53082"><p>Among published games I will second both Godlike and Underground as non "anything goes" super-settings.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Lord_Blacksteel, post: 5398233, member: 53082"] 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. [/QUOTE]
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