Why I love supers RPG'ing (and applying this to D&D)

buzz

Adventurer
I realize more and more that supers tends to be my favorite genre to game in, sometimes tying with fantasy for the top spot, sometimes nudging it to second place. Why?

You don't really need a balanced party. Supers games tend to work no matter what archetypes of which the team is composed; nobody needs to be "stuck playing the cleric". Sure, players tend towards teams with some diversity, but it's not requried. The all-brick or all-mentalist team isn't nearly the game-breaker that the all-thief or all-warrior team is. Well, at least when we're talking D&D fantasy, FTMP. Consequently, since no one type is necessary, carrying on with a session when players are absent is a lot easier. Those PCs simply "aren't featured in this issue," as it were.

You don't need to prep hordes of enemies. Supers games tend to feature a main villain or group of villains, and perhaps various mook types (agents, robots, etc.). PCs will likely encounter these villains more than once, usually with stretches of perparation and investigation in-between. And since the goal is not usually to kill them outright, the villains can recur. As for mooks, you make up one set of stats, and they all use them. In fantasy (again, mostly D&D for me), the assumption is that there will be many and varied encounters; this is why we have so many monster books, and why most of my prep is spent detailing statblocks. :)

World-building is easy. Start with reality, add supers... done! :D The basics are taken care of; no mapping out continents and writing up the history of "your" elves. You take the world as-is and then focus on incorporating supers. I.e., not on creating what "is", but just what "is different".

All genres are fair game. Supers is inherrently multi-genre (probably why most supers RPGs make for good generic RPGs, and vice-versa). Fight aliens in space one week, go to an alternate timeline the next, and then find yourself trapped in ancient Greece after that. Cleanse the palate by foiling the occasional bank robbery.

Personal stories and character background are de rigeur. A supers game would not be complete unless a PC's s.o. got captured occasionally, their secret identity was threatened, or friends/foes from their past showed up to complicate things. So many good roleplaying opportunities. In most D&D games I've played, these sorts of character issues are usually an afterthought at best; they don't affect raiding dungeons, so they never come up.

Kewl powerz. I like kewl powerz.

Now, I realize that there are some gripes about typical D&D fantasy in here, gripes which likely don't reflect the way a lot of people play. I'm a huge D&D fan, so I'm not trying to slam it. However, I have seen that the basic mindset with which my groups approach D&D (and even my Fantasy HERO game, to a certain extent) doesn't lend itself to much of what I list above. I have to wonder if this is why the interest level in the campaigns we run tends towards a limited lifespan, whereas the Champions game I'm in has been going strong for three years or so.

Anyway, examination of my tastes has got me thinking about the next fantasy game I run (likely an Eberron D&D game). I was toying with the idea of statting up the Justice League of Sharn*, and it made me consider the larger idea of applying the tropes of a supers campaign to a group of adventurers based in Sharn. Give them a base, have them fight crime (or at least investigate weirdness), set some key "supervillains" as the Big Bads of the campaign arc, involve personal complications, and so forth.

Basically, a change in my perspective to shake things up a bit.

*"Kal," the warforged fighter with the adamantine body; the mysterious "Demon Bat," an urban ranger/vigilante; the aasimar paladin Diana; the mysterious changeling psychic warrior J'onn; etc.
 
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Great post, buzz.

These are some of the big, big reasons I just abandoned a True20 fantasy game in favor of a Mutants and Masterminds game. We play this game on Wednesday nights (every other) and attendance is an obvious issue. As you said, with supers it is so easy to have one fly off or whatever and keep on playing. But in a more traditional D&D setting - say a dungeon - when the cleric disappears in a cloud of vapor (or however you explain his sudden absence) things get pretty rough.

One more nice thing about supers, which is nice for the players, is that the PCs tend to start off the game being powerful so the players are not as likely to get all caught up in getting more powerful as a rule. I have found this to promote focus on story and character development, which is a big plus for me.
 

buzz said:
Anyway, examination of my tastes has got me thinking about the next fantasy game I run (likely an Eberron D&D game). I was toying with the idea of statting up the Justice League of Sharn*, and it made me consider the larger idea of applying the tropes of a supers campaign to a group of adventurers based in Sharn. Give them a base, have them fight crime (or at least investigate weirdness), set some key "supervillains" as the Big Bads of the campaign arc, involve personal complications, and so forth.

Basically, a change in my perspective to shake things up a bit.

I've been doing this in D&D for years. It works well with like minded individuals. And really, with all of the feats, PRCs, spells, class abilities and so on - you can even get lots of Kewl Powerz; I use a method that generates high ability scores and gestalt just for that reason. I get accused of Munchining, but it is just a tone thing.
*"Kal," the warforged fighter with the adamantine body; the mysterious "Demon Bat," an urban ranger/vigilante; the aasimar paladin Diana; the mysterious changeling psychic warrior J'onn; etc.

Can I play Bar-i the monk with Improved Init and boots of speed who wears all red? :lol:
 

Hjorimir said:
One more nice thing about supers, which is nice for the players, is that the PCs tend to start off the game being powerful so the players are not as likely to get all caught up in getting more powerful as a rule. I have found this to promote focus on story and character development, which is a big plus for me.
Yep, hence the kewl powerz comment. Granted, you can get kewl powerz, as Lord Mhoram says, once you level up and gain magic items, but I've found that's also the point when D&D can get pretty complex. With supers RPGs, the kewl powerz are part of the baseline.

Also, I like the focus being less on accumulating kewl powerz and more on "You've got kewl powerz; now, what are you going to do with them?"
 

Lord Mhoram said:
Can I play Bar-i the monk with Improved Init and boots of speed who wears all red? :lol:
Sure! I was thinking he might be a rogue, though monk is not a bad idea. I'm not sure what to do with the "Green Wizard", other than make him a wizard who, well, wears green. And I guess "Ladyhawke" can be a raptoran barbarian with a mace of disruption...
 



Hjorimir said:
Yeah, I know. :\
Did use of the True20 system not mitigate any of the D&D-isms? I'd think that True20 would throw the need for class balance and requisite magic out the window.

Another nifty thing about Eberron and its use of Action Points is the possible incorporation of M&M2e's Complications mechanic, i.e., players get rewarded with APs whenever the DM brings one of their complications into play. Ditto the GM Fiat rule.

Hmm. Maybe it's not so much a love of supers, but a love of systems that incoporate things like character disadvantages in mechanical ways. Anything to make a fantasy game play differently for a change.
 



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