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Has anyone else played any of the following?
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View Poll Results: What've you guys played?

Voters
126. You may not vote on this poll
  • Marvel Super Heroes

    101 80.16%
  • Marvel SAGA (card based)

    22 17.46%
  • Marvel Universe

    33 26.19%
  • DC Heroes (older Mayfair game)

    60 47.62%
  • DC Universe D6

    21 16.67%
  • Godsend Agenda D6, too

    4 3.17%
  • Silver Age Sentinels or The Authority (Tri-Stat)

    24 19.05%
  • Cartoon Action Hour

    9 7.14%
  • Heroes Unlimited (either edition)

    58 46.03%
  • Hearts & Souls by Tim Kirk

    1 0.79%
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  1. #1
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    Has anyone else played any of the following?

    I want to poll what supers games you folks have played. So here we are. Yay us!

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    I've played just about everything under the sun, but I think my favorite system will have to Hero System. My biggest pet peeve as a super heroic gamer is people wanting to play as the well-known characters of their favorite comics/movies. I find it to go against the spirit of role-playing. Once you sit down to play the Marvel or DC games, everyone just fights over who gets to be Superman or Captain America. Hero system puts such a high cost on cool powers that you can't play like that and are forced really to use your imagination , which I feel is the spirit of role-playing.

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    I played a lot of both Marvel and DC, had more than 20 characters, and never once felt bad or missed the fact that I wasn't playing a "name" character.

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    With the near limitless combinations of powers and quirks, why would you ever want to limit yourself to something that has 40 years of history already. In my campaigns I enforce a strict policy of no knock-offs. The fact that people have some weird desire to play pre-made characters is what is going to sink the Marvel/DC MMORPG's coming out.

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    Quote Originally Posted by Digital Arcanist View Post
    With the near limitless combinations of powers and quirks, why would you ever want to limit yourself to something that has 40 years of history already.
    Because that 40 year history has value to many people, me included. So much has happened in Marvel in the last 40 years that a GM can pull from to create a whole new storyline and have it grounded in a context that frequently the players are already very familiar with, that a single writer with months or even several years to spend on a game world could hardly hope to compete for character making details and quality of established in-game factual information. All a GM need do is read and pull ideas from a very deep well of his (or her) chosen comic book universe.

    That's not to say that a writer or GM should never create a new setting or universe, but just as certainly, the opposite is also true.

    In my campaigns I enforce a strict policy of no knock-offs. The fact that people have some weird desire to play pre-made characters is what is going to sink the Marvel/DC MMORPG's coming out.
    Again, I've played Marvel and DC in various forms, not to mention various other supers games, since the early 90's, and I don't think I've ever done a knock-off character. Of course that said, the field is narrowing swiftly for originality in super heroic types.

    I'll post some of my characters in the Blog section.

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    Quote Originally Posted by Digital Arcanist View Post
    With the near limitless combinations of powers and quirks, why would you ever want to limit yourself to something that has 40 years of history already. In my campaigns I enforce a strict policy of no knock-offs. The fact that people have some weird desire to play pre-made characters is what is going to sink the Marvel/DC MMORPG's coming out.
    Absolutely NOT true.
    you can create original concepts and still be a viable part of an established campaign. my groups done it for 27 years now. it'sd a matter of the creativity within your group's players.

    ---------- Post added at 01:30 PM ---------- Previous post was at 01:28 PM ----------

    Quote Originally Posted by Morcant View Post
    Well, there are weaknesses in Marvel's system.

    An example: if you have two combatants, both with a Fighting of Incredible (40), a Strength of Incredible (30) and both have Incredible (40) Body Armor, there's no way they can damage each other with direct blows, no matter how high the attack roll is, because you need the damage to be at least the same as the Body Armor. They would have to resort to using scenery around them, or using charging combat.

    In DC Heroes, if you have two combatants with a Dexterity of 10, Strength of 7, a Body of 5 and Skin Armor of 5, a roll of 11 would not deal any damage, but a roll of 13 or more would result in at least 2 RAPs of damage. Even higher results could theoretically result in a knockout blow.
    But in your example you could incur knockback or stun. and that's the point: sometimes you have to use other options than direct force to incur damage or knock an opponent out.

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    Quote Originally Posted by Digital Arcanist View Post
    With the near limitless combinations of powers and quirks, why would you ever want to limit yourself to something that has 40 years of history already. In my campaigns I enforce a strict policy of no knock-offs. The fact that people have some weird desire to play pre-made characters is what is going to sink the Marvel/DC MMORPG's coming out.
    Couldnt disagree more!

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    I see no problem with using big name heroes as NPC's or pulling plot elements from the comics because that is all part of the setting, but my gripe lies in players choosing to play as pre-made characters. I feel that is another symptom of the cancer known as console-based RPG's.

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    I ran a Marvel Super Heroes game allowing the players to pick Feature Characters (FC's) from the book; but not to pick anyone over Unearthly (basically no cosmics). Or they could roll up their own characters. It worked pretty well, but "Sam" had to ruin the game for everyone and it only lasted 2 sessions. I've got the house rules (all 22 pages of them) if anyone is interested. - Yes, I had to write house rules, just for players like "Sam".

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    You needed 22 pages of house rules? I'm interested to see what behavior would require 22 pages worth of rules.

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    Quote Originally Posted by Digital Arcanist View Post
    You needed 22 pages of house rules? I'm interested to see what behavior would require 22 pages worth of rules.
    Not sure about that, but I know a guy who wrote a home brewed set of point-based character generation rules for MSH, which is kinda cool and really evens out some of the bumpier problems in the MSH game system.

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    In my House Rules, I had to literally go through every power (in ultimate powers book) and clarify many of them to prevent rules raping. There are many 'vague' write-ups in the MSH rules. "Sam" is an experienced and crafty rapist. He's always looking to find a means to min-max, power game, etc. Hence the reason I don't play with "Sam" anymore. Heck, no one plays with "Sam" anymore. I will note, 7 of the 22 pages is a time-line detailing the world and where the characters are in all of it.

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    Ok, these weren't in the poll selection:

    Superworld
    Villians & Vigilantes
    Golden Heroes
    Champions

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    Quote Originally Posted by Drohem View Post
    Ok, these weren't in the poll selection:

    Superworld
    Villians & Vigilantes
    Golden Heroes
    Champions

    Well, I'm not familiar with either Superworld or Golden Heroes at all, and while I forgot to put in Villains and Vigilantes, Champions doesn't really fit the category that I'm thinking of here. I'm looking for specifically Super Hero games, not generic games tied to supers concepts.

    On the other hand, I didn't put in Superbabes either.

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    Champions is specifically a superhero system. The Hero Game system was derived from Champions originally.

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