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High Stakes: A superhero game using cards and Messengers   Message List  
Reply | Forward Message #10906 of 11215 |
Re: High Stakes: A superhero game using cards and Messengers

With regards to the discussion of luck it is possible for a player
character to have ranks in a luck like ability in their Plot pool.
During play testing a chase came to an end when a hero used her luck
ability to cause a truck to pull out in front of the getaway car.

When trying to resolve tasks I didn't really want luck to be a
factor. Instead the heroes have to judge the situation, the more
effort they put in (in this case chips) the higher their chance of
success.

In combat luck only means your opponent has a higher card but you can
still bluff them or play defensively, making sure they lose chips
even if they win that conflict.

I think that character creation can be very quick using this system.
Think of a concept, divide up your points into the three pools,
divide into ranks, allocate supporting cast, an absolutes and a flaw
(which helps you think more about your character) and take any
advantages or disadvantages you want During play testing it took
from about 10 to 20 minutes.

For the gamesmaster designing a game can be very quick as they don't
even need to have a supporting cast, absolute or flaws. Goons don't
need stats and you can run a scene either as a task or a villain
itself (during play testing I had a scene with an attack helicopter
and ran it exactly the same as a villain).

The game also has a variety of unusual mechanics which I hope people
will find appropriate to the genre such as making statements or
gaining points for making revelations or 'issues'.

What did people think of the GM advice? I've tried to make it helpful
to everyone, dealing with the variety of situations that can come up
during a superhero campaign. I think the Summit and Previews are
unsual ideas but can be very effective to getting everyone involved
in plotting a campaign.




Sun Dec 7, 2008 10:12 pm

etheruk1
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Message #10906 of 11215 |
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Hello My name is Michael and I've been roleplaying for a long time. I'm always coming up with rpg game ideas. I'll be watching or reading something and it will...
etheruk1
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Dec 2, 2008
9:02 am

... Mutants and Masterminds is the best to date. It's got all the character creation flexibility of Champions, without requiring a spread sheet to create your...
Iconoclast
iconoclast_
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Dec 2, 2008
3:14 pm

... made." ... Whoops! Thanks, I've corrected that now. ... that success isn't so ... yes, but they're still ... failing attempts. ... succeed. Bravado can be ...
etheruk1
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Dec 12, 2008
2:06 am

Why I like luck, it can be good when you do something that makes it all you have, as well as can be a way to say that you have been risking to much for too...
Abrigon Gusiq
abrigon66
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Dec 2, 2008
3:30 pm

... Most RPG's handle luck by using dice, or some other randomizer, to account for this. There's no real point to having a luck stat when dice handle that...
Iconoclast
iconoclast_
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Dec 6, 2008
2:13 am

... players ... I've got to say that I disagree with you over this point. The game I am designing uses dice but also incorporates a Luck score similar in some...
Todd
thirdkingdom
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Dec 12, 2008
2:06 am

... players ... I've got to say that I disagree with you over this point. The game I am designing uses dice but also incorporates a Luck score similar in some...
Todd
thirdkingdom
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Dec 12, 2008
2:06 am

Bravado can carry the day when they need to go forward and not think about things, but sometimes it means they get into serious trouble when they should have...
Abrigon Gusiq
abrigon66
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Dec 6, 2008
6:04 am

With regards to the discussion of luck it is possible for a player character to have ranks in a luck like ability in their Plot pool. During play testing a...
etheruk1
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Dec 12, 2008
2:06 am

... If I may suggest, you may want to put in an Experience Gain guide for GMs, with a mindset of encouraging traditional superhero values. For example, you...
Iconoclast
iconoclast_
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Dec 13, 2008
5:13 pm

... for GMs, with a ... you wrote that some ... by them repeatedly. ... the criminal is put in ... could be a reward for ... to "take a hit" to save ... I...
etheruk1
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Dec 15, 2008
4:59 pm

... You may want to make it standard to all characters (free) to make sure it's not overlooked. Most players will look at a rogues gallery as a hinderance,...
Iconoclast
iconoclast_
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Dec 25, 2008
6:38 am

... sure it's not overlooked. ... than an asset. In many other ... creation points, and I ... Having a reoccuring villain is one of the major differences...
etheruk1
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Dec 26, 2008
11:18 am
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