Brian Rogers (
subplotkudzu) wrote2008-04-08 06:38 pm
Entry tags:
Always wanted to
As I noodle around on my supers setting building construction kit I have a question for my hordes of fans [Listens, daffy duck-like, for crickets]. Is there any super-hero concept that you've always wanted to play but either have had the opportunity or haven't found a system that could handle it?
In my case two spring to mind (there used to be more, but I did get to play my super smart guy and my super-strong cowboy ideas in now defunct PBEMs).
The first is an Adam Strange style SF adventurer: a two fisted science hero with a jet-pack, ray guns and other gadgets who, while a member of the super team on contemporary earth, is actually the defender of a different planet, time or timeline. The system would have to be able to handle someone who was basically a skilled, smart normal person with flight, a good dodge and a modest energy blast - a little tricky in some systems but more a matter of lacking opportunity rather than systemic problems.
The second is someone who has a separate energy body, similar to Negative Man, Raven's Soul Self or, ideally, Antibody from the New Universe book DP7. This is much harder to work mechanically - Cambias once recommended doing it as an Ally, or perhaps it's duplication where one of the duplicates has all the powers, or something of the sort. It's a really neat idea, but finding a system that could handle it is the problem.
This latter is one of the reasons why I'm building the supers setting construction kit: the hope of being able to simply define the characters potency, versatility, and scarcity and have it be in the world as its own distinct power - if the scarcity is high enough (or even if it's not with an oddball power like this one) my PC might be the only person with it, but it would be a quickly defined part of the world.
Finally, as a villain I still love the idea of a mummy whose internal organs were eaten away by vermin that now occupy his body cavities. He would be able to have his eyes turn into snakes, vomit up spiders, breathe out termites and so on for a variety of nasty effects. Icky, yes, but it just sticks with me,
In my case two spring to mind (there used to be more, but I did get to play my super smart guy and my super-strong cowboy ideas in now defunct PBEMs).
The first is an Adam Strange style SF adventurer: a two fisted science hero with a jet-pack, ray guns and other gadgets who, while a member of the super team on contemporary earth, is actually the defender of a different planet, time or timeline. The system would have to be able to handle someone who was basically a skilled, smart normal person with flight, a good dodge and a modest energy blast - a little tricky in some systems but more a matter of lacking opportunity rather than systemic problems.
The second is someone who has a separate energy body, similar to Negative Man, Raven's Soul Self or, ideally, Antibody from the New Universe book DP7. This is much harder to work mechanically - Cambias once recommended doing it as an Ally, or perhaps it's duplication where one of the duplicates has all the powers, or something of the sort. It's a really neat idea, but finding a system that could handle it is the problem.
This latter is one of the reasons why I'm building the supers setting construction kit: the hope of being able to simply define the characters potency, versatility, and scarcity and have it be in the world as its own distinct power - if the scarcity is high enough (or even if it's not with an oddball power like this one) my PC might be the only person with it, but it would be a quickly defined part of the world.
Finally, as a villain I still love the idea of a mummy whose internal organs were eaten away by vermin that now occupy his body cavities. He would be able to have his eyes turn into snakes, vomit up spiders, breathe out termites and so on for a variety of nasty effects. Icky, yes, but it just sticks with me,
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Well, pretty much all of them, as I rarely get to be a player as opposed to a GM, and we haven't really played a straight-up Supers game since my college days.
I'm more or less resigned to the conclusion that to do Supers properly (i.e. in genre) I'm going to have to steer clear of the traditional effects-based systems and anything that has anything more than the most simple and hand-waving of points-build systems.
I love speedsters - I've never seen a good implementation in RPGs. I love telekinetics, but I want more than Strength at a distance and force fields/bolts. I love teleporters, and time travellers, and the can of worms there would fill a TARDIS.
Please keep up the work on the construction kit, though. I really like the ideas of potency, versatility, and scarcity and want to see where you go with it.
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Now that I've thought of it that way I think it would have to be a cornerstone of the construction kit.
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'Cause based' really suggests consensus-driven descriptions and mechanics, or a strong central vision that everyone buys into.
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For the other aspect, one reason to get everyone at the table involved in the strong central vision. If you develop a power with a clearly written central premise/cause and then buy it with a lot of versatility everyone knows what that means in play because the outlines of versatility and potency were defined by the group as the campaign was hammered out.
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It's not explicitly Narrative in the sense that it doesn't have to play to the narrative requirements, but it is very much in the broader sense (in the hobby) of Narrative as player-empowerment.
I strongly agree that Cause-based can be a rewarding and sensible approach to gaming super-powers, always accepting that it can lead to proliferation problems if let run unchecked.
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