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General Tabletop Discussion
*TTRPGs General
When to set a "historical" supers game? (read OP before answering poll)
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<blockquote data-quote="Laurefindel" data-source="post: 9550165" data-attributes="member: 67296"><p>early civilisation and « mythic » age is ripe for supers, who will likely engender myths and religions in the future. Works well for a grand-scale plot, with powerful god-like beings and dark forces as villains. Harder to separate super-powers from religious believes however, if only in the eyes of onlookers.</p><p></p><p>Otherwise, late renaissance/age of sail/imperial era is best for dramatic villains, and better for « save the neighbourhood » or « save the country » rather than « save the world from annihilation or enslavement » types of games.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9550165, member: 67296"] early civilisation and « mythic » age is ripe for supers, who will likely engender myths and religions in the future. Works well for a grand-scale plot, with powerful god-like beings and dark forces as villains. Harder to separate super-powers from religious believes however, if only in the eyes of onlookers. Otherwise, late renaissance/age of sail/imperial era is best for dramatic villains, and better for « save the neighbourhood » or « save the country » rather than « save the world from annihilation or enslavement » types of games. [/QUOTE]
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When to set a "historical" supers game? (read OP before answering poll)
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