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High Stakes: A superhero game using cards and Messengers   Message List  
Reply | Forward Message #10909 of 11215 |
Re: High Stakes: A superhero game using cards and Messengers

--- In rpgwritersclub@yahoogroups.com, "etheruk1" <etheruk1@...> wrote:
>
>
> 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.
>

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 wrote that
some
players may choose to kill off villains so they won't be harassed by them
repeatedly. You
suggest lowering the cost of "rogue's gallery" to counter this, but I suggest
another
solution.

To counter this, you can offer three times the XP reward for seeing the criminal
is put in
jail, as opposed to the "hero" snuffing them out. Likewise, there could be a
reward for
every innocent bystander saved, and maybe double if the hero has to "take a hit"
to save
an innocent.

Alternately, high levels of property damage, multiple bystanders killed in
fights with villains, Theft of property (even a villains), and vigilante
killing, could all have penalties
that lower the experience gain at the end of a game. You'll note, the Punisher
didn't
advance as quickly as more law-abiding heroes who fight crime, like Spiderman or
Daredevil.

In this way the Speedster who drops off villains at the police station will have
more points
(in resources and plot, for example, to represent goodwill with the police.)
than the
Vigilante Commando who leaves piles of dead villains in his wake (and would
likely have
less popularity with the local lawmen).

Of course, as the adventures grew, and the hero goes from saving the streets
from gangs
to saving the galaxy from neigh-omnipotent world eaters & stellar empires bent
on
conquest, the occasional casualty would affect players XP gain less (though
entire
genocidal campaigns against the "evil empire" would certainly dent the XP).

Of course, as with all my suggestions, you have to make sure this wouldn't
affect the
amount of record keeping for the GM too much for your taste.




Sat Dec 13, 2008 5:13 pm

iconoclast_
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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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