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*TTRPGs General
What's your favorite superhero TTRPG and why?
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<blockquote data-quote="aramis erak" data-source="post: 8309761" data-attributes="member: 6779310"><p>I love the concept, but hated the game...</p><p></p><p>All the supers games I've run or played, favorite to least:</p><ol> <li data-xf-list-type="ol">Sentinel Comics - love the way it works, the presumptions of success, and the fail forward advice is worded particularly usefully. </li> <li data-xf-list-type="ol">Marvel Heroic Roleplay (MHRP) Best Marvel Yet. Much the same reasons as Sentinels</li> <li data-xf-list-type="ol">Advanced Marvel Super Heroes (AMSH) - About as narrativist as Trad Games from the 80's get. Lots of forward looking elements. The color table is brilliant. First game with a resources roll mechanic I liked. Note that "advanced" is a misnomer; it's really "2nd edition"</li> <li data-xf-list-type="ol">(basic) Marvel Super Heroes - the resource point mechanic and fixed numbers per category are why this isn't above Advanced. </li> <li data-xf-list-type="ol">Champions (but note: I've only used it in the fantasy hero mode as a GM, and only done supers mode as a player) The most flexible trad game ever.</li> <li data-xf-list-type="ol">Marvel Super Heroes Adventure Game - Fun for one-offs, easy to run, but lacks meat for campaigns.</li> <li data-xf-list-type="ol">Spirit of the Century (the way we played, it turned into a pulps supers game, influenced by the <em>Watchmen</em> movie) Once was a hoot. We enjoyed it, but none of us wanted to run that setting again. All of us were willing to play it again.</li> <li data-xf-list-type="ol">Car Wars (using Autoduel Champions section 3) - Car Wars in RPG mode is brilliant. Adding Supers (and the magic and dragons rules) is a lot of fun.</li> <li data-xf-list-type="ol">Villains and Vigilantes - too much of the "incomplete due to early design standards" for me when I found it. Great adventures, mediocre system.</li> <li data-xf-list-type="ol">TMNT (palladium) Not a good system, but a great adpatation of the setting to that mediocre system</li> <li data-xf-list-type="ol">Heroes Unlimited (Palladium)</li> <li data-xf-list-type="ol">The Fantasy Trip (original) with the supers article. unfun++</li> <li data-xf-list-type="ol">GURPS Supers 1e Unfun and math-intensive</li> <li data-xf-list-type="ol">Mayfair DC Super Heroes - unfun, unintuitive, math intensive, too abstract</li> <li data-xf-list-type="ol">Mutazoids - My god, the formulae.</li> <li data-xf-list-type="ol">Marvel Universe - I hate point pushers.</li> </ol><p>Superhero Adjacent games (where they'd fit if I considered them true supers):</p><ul> <li data-xf-list-type="ul">(NR) John Carter of Mars (John is a super, as would be any other Earthperson present on Barsoom) (not run yet)</li> <li data-xf-list-type="ul">(3.5) GW Judge Dredd.</li> <li data-xf-list-type="ul">(4.2) Battle Born, G/Sol, and IoS&RG (Better Games - Everyone's in battlesuits.)</li> <li data-xf-list-type="ul">(4.5) Tails of Equestria (I've run multiple 1-shots. Everypony is a super to some degree. But it's not in the Supers Genre)</li> <li data-xf-list-type="ul">(5.5) Deathwatch (FFG 40K) (all the powered suits)</li> <li data-xf-list-type="ul">(5.6) other FFG 40K RPGs</li> <li data-xf-list-type="ul">(7.1) CP 2013 (many PC's are street level supers for power levels)</li> <li data-xf-list-type="ul">(7.2) CP 2020 (ibid)</li> <li data-xf-list-type="ul">(7.3) Shadowrun 1E (ibid) More supers than Cyberpunk, but not as good a game engine.</li> <li data-xf-list-type="ul">(7.4) Shadowrun 3E (ibid)</li> <li data-xf-list-type="ul">(10.5) Judge Dredd Traveller</li> <li data-xf-list-type="ul">(15.5) Judge Dredd D20</li> </ul><p>The ones I could be convinced to run again as multi-adventure or extended adventure campaigns:</p><ul> <li data-xf-list-type="ul">Sentinel Comics (am about to restart my pre-Covid campaign)</li> <li data-xf-list-type="ul">MHRP</li> <li data-xf-list-type="ul">AMSH</li> <li data-xf-list-type="ul">Car Wars w/ADC</li> </ul><p>One Shots only down the road:</p><ul> <li data-xf-list-type="ul">MSHAG</li> <li data-xf-list-type="ul">Original MSH</li> </ul><p>Undecided (games I have but haven't used for supers despite rules for supers, or supers games I've never tried but would someday like to):</p><ul> <li data-xf-list-type="ul">CORPS (2e, generic engine, has a robust powers system I've used for fantasy.) Would be interesting to try as a "street level" game.</li> <li data-xf-list-type="ul">EABA 1e (I playtested it, and used the powers system for alien abilities, but it supports much higher levels of power than I used)</li> <li data-xf-list-type="ul">WEG Batman</li> <li data-xf-list-type="ul">D6 Supers</li> <li data-xf-list-type="ul">TORG (fan expansion for supers built upon the Nile Empire mechanics for pulp supers)</li> <li data-xf-list-type="ul">Genesys (if it gets a supers expansion, which I do expect)</li> </ul><p>To some extent, I consider D&D and Pathfunder to be "medieval super heroes", all the way back to AD&D 1 and BX. Especially before the idea of NPC Classes with levels. (Which goes back to the 1970's... in Dragon... it didn't hit core rules until D&D 3E, but it was present for late 0E and AD&D 1E in magazines, and in 2E in an expansion book.)</p><p></p><p>Edit note: I got distracted by nature, so saved, and came back to complete the answer.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8309761, member: 6779310"] I love the concept, but hated the game... All the supers games I've run or played, favorite to least: [LIST=1] [*]Sentinel Comics - love the way it works, the presumptions of success, and the fail forward advice is worded particularly usefully. [*]Marvel Heroic Roleplay (MHRP) Best Marvel Yet. Much the same reasons as Sentinels [*]Advanced Marvel Super Heroes (AMSH) - About as narrativist as Trad Games from the 80's get. Lots of forward looking elements. The color table is brilliant. First game with a resources roll mechanic I liked. Note that "advanced" is a misnomer; it's really "2nd edition" [*](basic) Marvel Super Heroes - the resource point mechanic and fixed numbers per category are why this isn't above Advanced. [*]Champions (but note: I've only used it in the fantasy hero mode as a GM, and only done supers mode as a player) The most flexible trad game ever. [*]Marvel Super Heroes Adventure Game - Fun for one-offs, easy to run, but lacks meat for campaigns. [*]Spirit of the Century (the way we played, it turned into a pulps supers game, influenced by the [I]Watchmen[/I] movie) Once was a hoot. We enjoyed it, but none of us wanted to run that setting again. All of us were willing to play it again. [*]Car Wars (using Autoduel Champions section 3) - Car Wars in RPG mode is brilliant. Adding Supers (and the magic and dragons rules) is a lot of fun. [*]Villains and Vigilantes - too much of the "incomplete due to early design standards" for me when I found it. Great adventures, mediocre system. [*]TMNT (palladium) Not a good system, but a great adpatation of the setting to that mediocre system [*]Heroes Unlimited (Palladium) [*]The Fantasy Trip (original) with the supers article. unfun++ [*]GURPS Supers 1e Unfun and math-intensive [*]Mayfair DC Super Heroes - unfun, unintuitive, math intensive, too abstract [*]Mutazoids - My god, the formulae. [*]Marvel Universe - I hate point pushers. [/LIST] Superhero Adjacent games (where they'd fit if I considered them true supers): [LIST] [*](NR) John Carter of Mars (John is a super, as would be any other Earthperson present on Barsoom) (not run yet) [*](3.5) GW Judge Dredd. [*](4.2) Battle Born, G/Sol, and IoS&RG (Better Games - Everyone's in battlesuits.) [*](4.5) Tails of Equestria (I've run multiple 1-shots. Everypony is a super to some degree. But it's not in the Supers Genre) [*](5.5) Deathwatch (FFG 40K) (all the powered suits) [*](5.6) other FFG 40K RPGs [*](7.1) CP 2013 (many PC's are street level supers for power levels) [*](7.2) CP 2020 (ibid) [*](7.3) Shadowrun 1E (ibid) More supers than Cyberpunk, but not as good a game engine. [*](7.4) Shadowrun 3E (ibid) [*](10.5) Judge Dredd Traveller [*](15.5) Judge Dredd D20 [/LIST] The ones I could be convinced to run again as multi-adventure or extended adventure campaigns: [LIST] [*]Sentinel Comics (am about to restart my pre-Covid campaign) [*]MHRP [*]AMSH [*]Car Wars w/ADC [/LIST] One Shots only down the road: [LIST] [*]MSHAG [*]Original MSH [/LIST] Undecided (games I have but haven't used for supers despite rules for supers, or supers games I've never tried but would someday like to): [LIST] [*]CORPS (2e, generic engine, has a robust powers system I've used for fantasy.) Would be interesting to try as a "street level" game. [*]EABA 1e (I playtested it, and used the powers system for alien abilities, but it supports much higher levels of power than I used) [*]WEG Batman [*]D6 Supers [*]TORG (fan expansion for supers built upon the Nile Empire mechanics for pulp supers) [*]Genesys (if it gets a supers expansion, which I do expect) [/LIST] To some extent, I consider D&D and Pathfunder to be "medieval super heroes", all the way back to AD&D 1 and BX. Especially before the idea of NPC Classes with levels. (Which goes back to the 1970's... in Dragon... it didn't hit core rules until D&D 3E, but it was present for late 0E and AD&D 1E in magazines, and in 2E in an expansion book.) Edit note: I got distracted by nature, so saved, and came back to complete the answer. [/QUOTE]
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