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<blockquote data-quote="Storminator" data-source="post: 4608884" data-attributes="member: 305"><p>I run a once a month Golden Age game with it.</p><p></p><p>The speed of combat makes for excellent episodic games. I run each session as a single issue of a comic, and the speed and ease of play gives me an excellent guide as to how long a session is going to take.</p><p></p><p>It was mentioned above, but let me emphasize: <em>GM Fiat</em> is the best rule ever. I make a super villain, and the heroes jump him. I freeze initiative, let my villain monologue for half a page (remember, it's a comic book!) or maybe a full page, then throw everyone a hero point for listening. Then combat starts. If my super villain drops a 1 on his toughness save (i.e. "dies" on the first hit), I throw another hero point, and he's made his save. If I think the situation warrants it, I give my super villain a bruise.</p><p></p><p>There's another truly awesome combination of rules that really gives a comic book feel. </p><p>1) Super powers can be made into "arrays" which means you pay full price for a basic power, then spend a <strong>feat</strong> to get a second version.</p><p>2) Hero points can be spent to gain a <strong>feat</strong> for a single round</p><p>So when you combine those rules you can blow a hero point and do something with your powers that you've never done before. This means you don't have to plan for every contingency when you make your power suite. Those once-a-campaign powers are built in. If you think about a super hero like Green Lantern, you can easily imagine how flexible you can make your hero.</p><p></p><p>If you go thru the books, reading the editorials and sidebars, it's very clear that they weren't designing a super hero game, but a <em>comic book</em> game. They wanted to be able to make sure you could make any comic book character imaginable, and that play would feel like a comic book. IMO, they succeeded brilliantly.</p><p></p><p>That flexibility means there are some broken powers, and some sketchy combos to look out for, but a little GM direction can usually solve those. The only rules I've had to reign in are those that are outside my Golden Age conventions.</p><p></p><p>Oh, and it's widely known at my game table that this GA campaign is the single greatest RPG campaign ever!</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 4608884, member: 305"] I run a once a month Golden Age game with it. The speed of combat makes for excellent episodic games. I run each session as a single issue of a comic, and the speed and ease of play gives me an excellent guide as to how long a session is going to take. It was mentioned above, but let me emphasize: [I]GM Fiat[/I] is the best rule ever. I make a super villain, and the heroes jump him. I freeze initiative, let my villain monologue for half a page (remember, it's a comic book!) or maybe a full page, then throw everyone a hero point for listening. Then combat starts. If my super villain drops a 1 on his toughness save (i.e. "dies" on the first hit), I throw another hero point, and he's made his save. If I think the situation warrants it, I give my super villain a bruise. There's another truly awesome combination of rules that really gives a comic book feel. 1) Super powers can be made into "arrays" which means you pay full price for a basic power, then spend a [B]feat[/B] to get a second version. 2) Hero points can be spent to gain a [B]feat[/B] for a single round So when you combine those rules you can blow a hero point and do something with your powers that you've never done before. This means you don't have to plan for every contingency when you make your power suite. Those once-a-campaign powers are built in. If you think about a super hero like Green Lantern, you can easily imagine how flexible you can make your hero. If you go thru the books, reading the editorials and sidebars, it's very clear that they weren't designing a super hero game, but a [I]comic book[/I] game. They wanted to be able to make sure you could make any comic book character imaginable, and that play would feel like a comic book. IMO, they succeeded brilliantly. That flexibility means there are some broken powers, and some sketchy combos to look out for, but a little GM direction can usually solve those. The only rules I've had to reign in are those that are outside my Golden Age conventions. Oh, and it's widely known at my game table that this GA campaign is the single greatest RPG campaign ever! PS [/QUOTE]
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