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High Stakes: A superhero game using cards and Messengers   Message List  
Reply | Forward Message #10914 of 11215 |
Re: High Stakes: A superhero game using cards and Messengers

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

>
> 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, rather
than an asset. In many other
> games having an archenemy is actually a flaw that grants character
creation points, and I
> suspect most players will come to the game with that view.
>
> I mean, who wants MORE enemies, really?
>
> Maybe I'm just looking at it differently than you are.
>

Having a reoccuring villain is one of the major differences between
the superhero and the fantasy genre. In fantasy you slay the orc,
kill the evil overlord and its rare that either one will come back.
In comics if the villain was popular with the readers then they're
bound to return.

A hero is known by his rogues gallery. After all what would Batman be
without his Joker, Riddler and Catwoman? What would Spiderman be
without his Green Goblin, Doc Octopus and Electro?

The reason this is an advantage rather than a disadvantage is that it
doesn't add an additional villain (it can only be taken against a
villain that the hero has faced) or ensure that villain shows up more
often, rather it just ensures that when the villain does show up the
hero automatically gains more chips (and there is always a villain so
why not make sure its one you have an edge against).

This works in conjunction with the Statements where it becomes easier
for a hero to neutralise a villain the more times they are defeated
by that villain. So if a hero is defeated instead of being a bad
thing, since villains rarely kill a hero outright, the player knows
that when they fight again they will have an easier time of it.

I think this is one of the major things about my game. There are
rules and conventions of the superhero genre that just aren't catered
to by other rpgs. Combat isn't about wounds and killing but the
characters power to affect the story (whether they can win or not),
it isn't about a player character acting alone (rather it requires a
team effort) and losing isn't necessarily a bad thing because the
heroes learn from it and after a setback can save the day (this is
very true of comics, the longer and greater the story the more
occasions where the heroes fail and falter until eventually
suceeding.)




Fri Dec 26, 2008 11:18 am

etheruk1
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Message #10914 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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