yeah (Marvel Heroes going away)

What is "blue sky character design"?

I would assume he means building a character starting from essentially a blank piece of paper (i.e. out of the clear blue sky), without the guidance random elements and/or well-defined classes or templates can provide. However, this is just an educated guess and I too would appreciate some clarification.

Jeffh has pretty much got what I meant. "Blue sky" - without restriction or guidance, ex nihilo. As in "out of the clear blue sky" and "the sky is the limit".

The best example I have comes from the Star Wars Saga Edition game I play in. One of the players is not actually specifically a Star Wars fan. She saw the original movies when she was a kid, but that's about it. She's never re-watched them. Didn't watch the prequels. Never read an EU-novel. So, she knows there are Jedi with laser swords, and non-Jedi, wookiees, space ships, and an Empire, but not a whole lot more than that. The GM, however, was overly committed to not structuring player experience...

Player: So, what kind of character can I make?
GM: Well, you can be anything you like.
Player: No, you don't understand - I don't really know the setting. I need a little help.
GM: Don't worry. You can be anything you like, really.
Player (frustrated): Fine. I want to be a Centauri Dancing Girl, who, as a child, was a slave to a mad Fagin-bot who managed a Dickensian group of child-pickpockets...
GM: Well, there aren't any Centauri.
Player (now bordering angry): But you said I could be anything! But clearly I can't be *anything*! So, what can I be?!?

In the end, we adapted her basic concept nearly directly (she's a twi'lek dancing girl, and the droid is now F4-G1N), but both the player and GM were extremely frustrated and confused, to the point of the game almost never happening at all.

The fact of the matter is that games and GMs generally have some implicit expectations about characters. If the game and/or GM are not up-front about it, it's a pain in the rear. The Marvel game itself is not terribly up front about its expectations - it leans very much on knowledge of the Marvel Universe, and understanding the rules in full *before* creating a character. It really really wanted for a more structured character generation system in the core rules.
 

log in or register to remove this ad

If the game and/or GM are not up-front about it, it's a pain in the rear. The Marvel game itself is not terribly up front about its expectations - it leans very much on knowledge of the Marvel Universe, and understanding the rules in full *before* creating a character. It really really wanted for a more structured character generation system in the core rules.

I wouldn't say it depend very much on knowledge of the Marvel Universe, more superhero comics in general. For example you could create a Batman like character without it being a major issue. Understanding the rules yes, but you should probably be creating a character with guidance from the GM, but yeah it seems to expect you to play Marvel characters with all the Datasheets it throws about.
 

I wouldn't say it depend very much on knowledge of the Marvel Universe, more superhero comics in general. For example you could create a Batman like character without it being a major issue.

Yes, you can do Batman in the system. But I am not so sure that they stretch to cover, say Superman or Green Lantern particularly well. The powers listed and described, to me, evoke the Marvel Manner pretty strongly, and I suspect that if you're trying to come up with variations, you're far more likely to be in the ballpark if you look to Marvel characters for inspiration.
 

Yes, you can do Batman in the system. But I am not so sure that they stretch to cover, say Superman or Green Lantern particularly well. The powers listed and described, to me, evoke the Marvel Manner pretty strongly, and I suspect that if you're trying to come up with variations, you're far more likely to be in the ballpark if you look to Marvel characters for inspiration.

This is where learning the system more in-depth comes into play. The list of powers is not wholly definitive.

For Superman I'd probably start with Sentry and remove and add until I got a character that felt like Superman.

Green Lantern I'd probably start with Invisible Woman and do the same.

What aspects of those two characters do you believe the game wouldn't cover?
 

What aspects of those two characters do you believe the game wouldn't cover?

I kind of agree with Umbran here, while I think the system could accomodate those sorts of characters, they really aren't a good fit in the Marvel universe, Marvel heroes tend to have a flew more flaws and be a bit more limited in their range of powers on the whole, unless they are often villians.
 

I kind of agree with Umbran here, while I think the system could accomodate those sorts of characters, they really aren't a good fit in the Marvel universe, Marvel heroes tend to have a flew more flaws and be a bit more limited in their range of powers on the whole, unless they are often villians.

I agree that I wouldn't play Marvel vs. DC, but the scale could be adjusted for the range of DC heroes. Superman at a bunch of D12 powers with a major Limit based on Kryptonite, while other DC heroes fill in down the line of power level. I'm not a big DC fan though, that's why I asked what might not work using MHRP.
 

I had a much easier time adapting my favorite unique MnM 2e hero (Loophole, a teleporter) into Marvel than I did into MnM 3e. It wasn't intuitive, though; there was lots of flipping through other heroes to yoink and adapt powers.

Based on that, I think this system would be spectacular for unique heroes so long as there are good guidelines and some aid for power selection/creation.
 

Umbran, MHR has the same three methods of getting a character as MSH does: Pregen, Modeling, and Random. This was intentional. Remember how in MSH you could just say "I'm giving my guy Incredible (40) Strength?" And didn't need points? Same here.

Cheers,
Cam
 



Remove ads

Top