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Tell me about various Supers RPG systems
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<blockquote data-quote="AFGNCAAP" data-source="post: 4477330" data-attributes="member: 871"><p>Yeah, I've really grown on Marvel SAGA. I like it much more than the old FASERIP Marvel game (that game had potential, but percentile dice were a horrid way to go—too much goes wrong instead of goes right, and an unlucky dice-rolling night can make your Class 1000 powerhouse as effective as a damp paper bag (esp. on the FASERIP Marvel's "THAC0 chart from Hell").</p><p></p><p>As for the newer (OOP) Marvel game created by Marvel—it's way too cumbersome, & I feel that math errors are waiting to happen with the moving of points to & from pools & whatnot. I like the idea of fusing some powers together (like 1 overall Flight power, with Wings being a Limit/Trait for certain power intensities), but IMO it fails to hold a candle compared to the SAGA system.</p><p></p><p>The only thing that gets annoying with the SAGA system is shuffling the damn cards (I have all 96 + the 4 extra promo cards).</p><p></p><p><a href="http://alamocitydefensecorps.pbwiki.com/" target="_blank">Here's the wiki for my variant Marvel Earth setting: Earth-8713.</a></p><p></p><p>I'm still considering using Marvel SAGA for the homebrew setting, but I'm not sure it'd work well, esp. in the minds of the players. Marvel brings certain connotations with it that are habitual, and may be hard to shake off for the players at times (esp. since I have a Marvel campaign set in the Marvel U.). figure that another game system might help avoid this issue (and may help provide an option other than hauling out my 1 set of OOP cards & books every time, and double-counting them after each game to ensure that I didn't lose a single one).</p><p></p><p>The few supers games I am sorta-kinda familiar with are:</p><ul> <li data-xf-list-type="ul">The aformentioned Marvel SAGA, from TSR.</li> <li data-xf-list-type="ul">The previous Marvel RPG (d%) from TSR as well.</li> <li data-xf-list-type="ul">Superbabes (ugh—didn't care for it at all, really; didn't feel very superheroish to run out of power points in the game; was more concerned about spending enough/not spending too many Power Points rather than actually acting like a superhero & doing something).</li> <li data-xf-list-type="ul">Heroes Unlimited, 1st & 2nd eds. (used to play it as the default, until I was introduced to Marvel SAGA; Palladium Games has diminished in value/enjoyment for me over the years).</li> </ul><p></p><p>Marvel SAGA really works for supers, and I like it better than any of the dice-based supers games I have played. However, I'm willing to give other dice-based supers games a shot, as long as I don't feel I'll be going down a path I alrwady have before, experience-wise.</p><p></p><p>Champions/HERO isn't a game I played, but I've heard horror stories about it (such as not buying all of the "powers" of a rope for a rope; etc.). My players are familiar with Marvel SAGA, so I'd like something game-wise that'll feel like it's relatively easy & accomodating to play.</p><p></p><p>I will say this—I'm not a fan of purchasing PDFs for the most part, esp. for rulebooks & other high page-count items. I want a bound, printed product that I can (feasibly) buy off the shelf & have suffer the wear & tear of any other gaming book. Investing in printed copies is the concern for me.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 4477330, member: 871"] Yeah, I've really grown on Marvel SAGA. I like it much more than the old FASERIP Marvel game (that game had potential, but percentile dice were a horrid way to go—too much goes wrong instead of goes right, and an unlucky dice-rolling night can make your Class 1000 powerhouse as effective as a damp paper bag (esp. on the FASERIP Marvel's "THAC0 chart from Hell"). As for the newer (OOP) Marvel game created by Marvel—it's way too cumbersome, & I feel that math errors are waiting to happen with the moving of points to & from pools & whatnot. I like the idea of fusing some powers together (like 1 overall Flight power, with Wings being a Limit/Trait for certain power intensities), but IMO it fails to hold a candle compared to the SAGA system. The only thing that gets annoying with the SAGA system is shuffling the damn cards (I have all 96 + the 4 extra promo cards). [URL="http://alamocitydefensecorps.pbwiki.com/"]Here's the wiki for my variant Marvel Earth setting: Earth-8713.[/URL] I'm still considering using Marvel SAGA for the homebrew setting, but I'm not sure it'd work well, esp. in the minds of the players. Marvel brings certain connotations with it that are habitual, and may be hard to shake off for the players at times (esp. since I have a Marvel campaign set in the Marvel U.). figure that another game system might help avoid this issue (and may help provide an option other than hauling out my 1 set of OOP cards & books every time, and double-counting them after each game to ensure that I didn't lose a single one). The few supers games I am sorta-kinda familiar with are: [LIST] [*]The aformentioned Marvel SAGA, from TSR. [*]The previous Marvel RPG (d%) from TSR as well. [*]Superbabes (ugh—didn't care for it at all, really; didn't feel very superheroish to run out of power points in the game; was more concerned about spending enough/not spending too many Power Points rather than actually acting like a superhero & doing something). [*]Heroes Unlimited, 1st & 2nd eds. (used to play it as the default, until I was introduced to Marvel SAGA; Palladium Games has diminished in value/enjoyment for me over the years). [/LIST] Marvel SAGA really works for supers, and I like it better than any of the dice-based supers games I have played. However, I'm willing to give other dice-based supers games a shot, as long as I don't feel I'll be going down a path I alrwady have before, experience-wise. Champions/HERO isn't a game I played, but I've heard horror stories about it (such as not buying all of the "powers" of a rope for a rope; etc.). My players are familiar with Marvel SAGA, so I'd like something game-wise that'll feel like it's relatively easy & accomodating to play. I will say this—I'm not a fan of purchasing PDFs for the most part, esp. for rulebooks & other high page-count items. I want a bound, printed product that I can (feasibly) buy off the shelf & have suffer the wear & tear of any other gaming book. Investing in printed copies is the concern for me. [/QUOTE]
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