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TTRPG Genres You Just Can't Get Into -and- Tell Me Why I'm Wrong About X Genre I Don't Like
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<blockquote data-quote="aramis erak" data-source="post: 9605187" data-attributes="member: 6779310"><p>My avoid genres include Zombies (not a fan in any medium), moderns/near-future, and romance. I'm not enthusiastic about slice-of-life, but am not hostile to it.</p><p></p><p>I am more picky about systems. I won't do GURPS again, as the more I studied HEMA, the more GURPS being "Close but so «bleep»ing wrong" got to me.</p><p></p><p>Villains and Vigilantes, I ran it a couple weeks running back in the 1980's... and once I found TSR's Marvel, never looked back. I find most OS and OSR games rub me wrong; it's easier to list the few I still like: Starships & Spacemen 1e (2e went OSR BX-derivative), the Fantasy Trip, Mazes and Minotaurs. It's been long enough that I am not sure about Palladium, The Arcanum, and Rolemaster/Spacemaster anymore.</p><p></p><p></p><p>I love MHRP... Yes, it's Cortex; Cortex Prime has enough to get it mostly together... it abstracts just enough, and because you can use the damage die to impose a complication instead of damage, many special abilities don't need actual mechanics; they just impose a penalty (in the form of increasing the difficulty with that die). For me, tho' it feels mostly like the MCU, not the Marvel I read as a kid.</p><p></p><p>I find I prefer Sentinel Comics, as it is a slight bit more abstract, and the Environment gets a turn in the initiative, as does advancing the timer. It's heavily driven by the timer. (which counts rounds, not player time.) It feels more like the comics I read as a kid.</p><p></p><p>Either are excellent choices, but only if you can embrace (MHRP) metacurrency in play or (Sentinel Comics) Move-based resolution and very mild and slow progression of power.</p><p></p><p>I'm still fond of the TSR Marvel, as well. It had more of a saturday Spidey-and-Friends feel for me. And for years, the universal table was my desktop image. It was move-driven, as well - but it has 8 moves and 2 saves; Advanced has 12 actions, 3 reactions, and 2 saves. All working with the color-table.</p><p></p><p>The biggest issues with superheroes seem to me to be that it's very narrow in aspect - most are vigilantes; many are only slightly better morally than their foes, and that it tends to fall to 99% combat.</p><p></p><p>The Environment in Sentinel provides a way to force elements other than just fighting the enemy into scenes. And a good scene can be built entirely around a particular environmental challenge.</p><p></p><p>Likewise, the Doom Pool of MHRP can be used for a variety of environmental effects, too.</p><p></p><p>The other thing: many of the best scenes in supers in other media are scenes that just tend to get overlooked in RPG Supers: Dinner with the SO, safety talks at local schools, etc.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9605187, member: 6779310"] My avoid genres include Zombies (not a fan in any medium), moderns/near-future, and romance. I'm not enthusiastic about slice-of-life, but am not hostile to it. I am more picky about systems. I won't do GURPS again, as the more I studied HEMA, the more GURPS being "Close but so «bleep»ing wrong" got to me. Villains and Vigilantes, I ran it a couple weeks running back in the 1980's... and once I found TSR's Marvel, never looked back. I find most OS and OSR games rub me wrong; it's easier to list the few I still like: Starships & Spacemen 1e (2e went OSR BX-derivative), the Fantasy Trip, Mazes and Minotaurs. It's been long enough that I am not sure about Palladium, The Arcanum, and Rolemaster/Spacemaster anymore. I love MHRP... Yes, it's Cortex; Cortex Prime has enough to get it mostly together... it abstracts just enough, and because you can use the damage die to impose a complication instead of damage, many special abilities don't need actual mechanics; they just impose a penalty (in the form of increasing the difficulty with that die). For me, tho' it feels mostly like the MCU, not the Marvel I read as a kid. I find I prefer Sentinel Comics, as it is a slight bit more abstract, and the Environment gets a turn in the initiative, as does advancing the timer. It's heavily driven by the timer. (which counts rounds, not player time.) It feels more like the comics I read as a kid. Either are excellent choices, but only if you can embrace (MHRP) metacurrency in play or (Sentinel Comics) Move-based resolution and very mild and slow progression of power. I'm still fond of the TSR Marvel, as well. It had more of a saturday Spidey-and-Friends feel for me. And for years, the universal table was my desktop image. It was move-driven, as well - but it has 8 moves and 2 saves; Advanced has 12 actions, 3 reactions, and 2 saves. All working with the color-table. The biggest issues with superheroes seem to me to be that it's very narrow in aspect - most are vigilantes; many are only slightly better morally than their foes, and that it tends to fall to 99% combat. The Environment in Sentinel provides a way to force elements other than just fighting the enemy into scenes. And a good scene can be built entirely around a particular environmental challenge. Likewise, the Doom Pool of MHRP can be used for a variety of environmental effects, too. The other thing: many of the best scenes in supers in other media are scenes that just tend to get overlooked in RPG Supers: Dinner with the SO, safety talks at local schools, etc. [/QUOTE]
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