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What are your TTRPG Goals for 2025?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9585361" data-attributes="member: 18"><p>Yeah I've often considered that.</p><p></p><p>My issues are with supers are:</p><p></p><p>A) I've read a huge amount of comics but the only ones that really resonate with me, personally, are where the heroes <em>do</em> try to change the world. I don't think this sort of "we just punch supervillains and solve crimes and prevent alien invasions" approach that most supers stuff is something I'd be very creatively fulfilled by lol. And I think that a "change the world" campaign might be quite hard to write for, even with a lot of player help. (Speaking of which, I need to read The Power Fantasy, which I understand to be very much about this.)</p><p></p><p>B) All but one of my players like supers stuff but they all like really different bits/styles of it, kind of clashing ones, and trying to find a middle ground that they'd all like isn't easy. I thought I could convince them into playing MASKS, because honestly I think "powerful teen superhero team" is closest to a middle-ground one can find, but they were all a bit standoffish about it (sigh). Like the New Warriors is probably the best model here.</p><p></p><p>C) Finding the right system is a challenge. People have a million recommendations, but they're rarely driven by analysis of the mechanics and the impacts on play those have, yet I know from previous superhero games I've run, that's absolutely huge and can totally change the vibe. Like HERO/Champion is definitely not going to work for us, because it has a lot of flexibility but always plays, to me, in a way that feels like WW2 skirmish combat wargame that just happens to feature people with powers. I guess there's always FASERIP. Certainly we need something pretty immediate/direct.</p><p></p><p>Two things that do attract me beyond the ease of keeping a campaign going (which you helpfully pointed out):</p><p></p><p>1) Supers tend to be very mobile and often need to leave situations urgently because of the demands of RL or whatever, so if we have someone miss a session or w/e, if it's not in the middle of combat (and we try to avoid ending sessions in/just before combat), that's probably going to be pretty easy to explain, especially if set in the modern day. Contrast this against most fantasy and even a lot of SF situations where a PC leaving or not being present is often implausible.</p><p></p><p>2) With most supers systems I've come across, the overhead on creating bad guys isn't too severe (Champions being a notable exception), so they tend not to be DM-killers in that way!</p><p></p><p>On a different note I got <a href="https://www.hauntedtable.games/" target="_blank">Triangle Agency</a> recently, which looks completely amazing but I want someone else to run it for me, not to run it myself, dammit! I guess that's a goal!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9585361, member: 18"] Yeah I've often considered that. My issues are with supers are: A) I've read a huge amount of comics but the only ones that really resonate with me, personally, are where the heroes [I]do[/I] try to change the world. I don't think this sort of "we just punch supervillains and solve crimes and prevent alien invasions" approach that most supers stuff is something I'd be very creatively fulfilled by lol. And I think that a "change the world" campaign might be quite hard to write for, even with a lot of player help. (Speaking of which, I need to read The Power Fantasy, which I understand to be very much about this.) B) All but one of my players like supers stuff but they all like really different bits/styles of it, kind of clashing ones, and trying to find a middle ground that they'd all like isn't easy. I thought I could convince them into playing MASKS, because honestly I think "powerful teen superhero team" is closest to a middle-ground one can find, but they were all a bit standoffish about it (sigh). Like the New Warriors is probably the best model here. C) Finding the right system is a challenge. People have a million recommendations, but they're rarely driven by analysis of the mechanics and the impacts on play those have, yet I know from previous superhero games I've run, that's absolutely huge and can totally change the vibe. Like HERO/Champion is definitely not going to work for us, because it has a lot of flexibility but always plays, to me, in a way that feels like WW2 skirmish combat wargame that just happens to feature people with powers. I guess there's always FASERIP. Certainly we need something pretty immediate/direct. Two things that do attract me beyond the ease of keeping a campaign going (which you helpfully pointed out): 1) Supers tend to be very mobile and often need to leave situations urgently because of the demands of RL or whatever, so if we have someone miss a session or w/e, if it's not in the middle of combat (and we try to avoid ending sessions in/just before combat), that's probably going to be pretty easy to explain, especially if set in the modern day. Contrast this against most fantasy and even a lot of SF situations where a PC leaving or not being present is often implausible. 2) With most supers systems I've come across, the overhead on creating bad guys isn't too severe (Champions being a notable exception), so they tend not to be DM-killers in that way! On a different note I got [URL='https://www.hauntedtable.games/']Triangle Agency[/URL] recently, which looks completely amazing but I want someone else to run it for me, not to run it myself, dammit! I guess that's a goal! [/QUOTE]
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