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A few of my players have expressed a like of Mutants and Masterminds, and one of them has loaned me his PDF CD so I could read the rules. To be honest, I'm not feeling the love, but I don't quite know why. At the core I think the default expectation of the rules (as with many rule sets) that the heroes are all equally powerful is too rigidly enforced. It's one thing in Champions where everyone has 350 points to buy powers and there are lots of various complex ways one character can be more powerful than another (from ideal point designs to clever synergies to the rules mis-pointing the utility of a particular power to one player not being good at builds). But this M&M is very clear in exactly what you need to do to keep your character evenly balanced, and it's pretty clear from the rules that deviation will hose you. 

I might be reading too much into this, and maybe it's not having a physical copy of the rulebook to flip through, but it's been hard for me to create our new V&V heroes in Mutants & Masterminds. Not in a "How do we model their powers" way, but a "Atlas' Growth lets him grow to 20', which is huge size, and would give him a 35 Str, right on line with a Powerhouse character. But when he grows he also gets a better chance to hit because of the deceptive nature of his gravity fueled growth, and not only does M&M growth force a reduced chance to hit due to d20 size modifiers, but his attack bonus has to drop below the because his +13 effect mod is out of line with a power level 10 hero. So I could raise the power level, no one else in the team can even come close to Atlas' damage potential when grown (Calypso maxes out at 2d8, Atlas maxes out at 4d10). Maybe Calypso and Titania, who both favor stunning and entangling attacks, have campaign levels in those attacks and Calypso has below campaign levels in her water control and super-strength. 

I just don't have enough feel of the system, but the idea of "everyone should start with the same scores in these key numbers and then apply +/- balancing to them, and we differentiate by how you justify those scores" just doesn't sit well with me. Can anyone who's played it offer another insight?
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Some time back I had a series of posts about how supers characters can vary drastically from system to system. With the need for a pair of pick up sessions for my first-Saturday-of-the-month group I have three new PCs built using V&V's random rolling system. I know from direct experience that all three of them are high end characters in V&V terms, so on a whim I decided to see how they'd look in the old Mayfair DC Heroes Game, built to scale to handle the big red S. After that I translated them in Champions, just because.

Here's what happened (Long) )
I find it interesting that the women are on par in one game, much more pricey in another and cheaper in a third, but those flip flop, while the guy with the straight up "I hit people" powers was pretty much evenly pricey. 
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Long time, no post. Anyway, I'm starting to noodle around the edges of next year's prospectus, knowing that a lot of the voting will be eaten up by the Gaslamp Fantasy game (I'd call it a Girl Genius game, but one option is having it be set somewhere radically different - such as British Colonial India - or with a completely different history and supporting cast, so I have no guarantee that it'll actually be a GG game). I'd like to get back to running a supers game for a while, so I'm thinking of putting 3 supers options on the prospectus.

Read more... )
I'm curious as to any opinions people my have. 

 Tomorrow, I post the write up to my recent ZoZ game. 
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How much would play balance change if you applied the STUN multipler of killing attacks only to the BODY that penetrated resistant defenses? I'm noodling on the math of making a character comic book style bullet-poof (where they shrug off bullets with no effect, but get hurt by strong punches), and noted that the current HERO rules

a) apply the STUN multiplier before penetration is calculated, and
b) let you use non-resistant PD to avoid the STUN of a killing attack.

The latter makes it clear that the resistance is just needed to protect BODY, but the former makes it hard to really have comic book resistance to conventional (2d6 or less RKA) firearms while still be hurt, comics style, by other major non-killing attacks. I'm wondering if shifting the application of the stun multiple will correct that.

12 rPD vs 2d6 RKA currently will eliminate risk of BODY loss, but STUN loss after defenses would average out at 2 to 9 points but could swing to 23 or spike to 48! In order to get the feel I want I'd need a total rPD+PD of roughly 35 (enough to eliminate the stun multiplier of any average BODY roll), and with that the character is totally immune to an equivalent 30 AP 6d6 EB (max damage 36).

By reversing the order the 12 rPD would make the character immune to a 2d6 RKA for pretty cheap, but he could settle on a final rPD + PD of, say, 20, so the 6d6 EB would likely do a point or two of stun per hit. This is much more what I want, and gives a strong reason for Viper to outfit their goons with nifty little ray guns rather than conventional weapons.

Thoughts?
 


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Bob Dushat just gave me his copy of Reality Storm, the official crossover module between Champions and Silver Age Sentinels, and it contained some supremely odd design decisions. The premise of the module is that the two big bad guys of the game system's default universes (Kruzritter and Dr. Destroyer) both find a way to reach the citadel in the time stream that is supposed to maintain the safety of the multiverse. Not trusting each other, they nonetheless decide to work together to use the citadel's power to conquer their respective universes. This is the framework for what is essentially a team up between the example hero teams of the two game systems.

All well and good - there have been enough of these sorts of things for a nice array of tropes to play with. Could be fun. However, the designers didn't set this up so that the players are playing either the Champions or the Guard (or both, or some selections from either team). I can understand this, I guess - people would rather play their own heroes over the ones in the rulebook. But they also don't have your hero team replace either the Champions or the Guard in the plotline. You would think this would be a no brainer: if you're running a Champions game then your heroes are the ones who team up with the Guard; if it's a SAS game they get to defend their reality alongside the Champions.

Nope. Instead both of the major super teams vanish and your heroes are suddely picking up the pieces, having to fight their universe's Big Bad plus the other universe's Big Bad in order to save both universes and rescue the captured heroes. I give them props for not having your job be rescuing the major NPC Heroes so they can save the day, but the module is still "The JLA and Justice Leage team up so that the Teen Titans can save them". Not exactly what one expects from this sort of crossover story. Your PCs aren't teaming up with _anyone_ from the parallel universe!

In another oddity, the plot has Kruzritter and Dr. Destroyer lay betrayal traps for each other primed for the exact same moment, so fi the PC just wait the villains will take each other out, leaving just their henchmen. While this does have an interesting 1970's Marvel Super Villain Team Up vibe to it, the whole thing is a little anticlimactic for a supers game.

I just don't understand what motivated these design decisions, when there was a pretty clear other way.
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I'm still noodling aroudn the edges of the upcoming supers game including building a system to handle it using V&V as its basis. Cambias' decision to write his character history as discuisson of the character's comic apperances has given the game a "meta" feel, where part of the game is designing the publication history of the characters and fusing them together to create a viable world. My immediate contribution to this is mixing up elements from the last year of A&E - Scott K. Jamison provided the rough idea of Doctor Nostalgia as a classic, clear morality ray gun and jet pack good guy, and Brian Misiaszek created the Ad Astrans, a group of scientifiction fans and radio enthusiasts in the 1920s and 30s, as well a information on Forrest Ackerman and photos of him in his first costume at worldcon, which provided the visual image of the character. I have fused them to create a slightly different Dr. Nostalgia.

 

Long details and some game speak behind the cut )
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We're still working outside the edges of my new supers game world, built in collaboration with the players. So far we have Doc Toltec (a Thesophical Atlantean turned Doc Savage style science hero operating out of Chicago's East Side Hospital), Aeaea (the latest in a line of San Francisco legacy wizard-heroes that streteched back to the 1850's), Phoenix (working class musician who survived an alien attempt to build a sundiver, she now has wings and the ability to channel heat and velocity from a distant star) and Ladegard is likely building the current ruler of Atlantis - the under the sea Atlantis rather than Doc Toltec's Atlantis.

I'm already intending
* A&E inspidred hero Captain Nostalgia, a hyper-policeman descendent of the Red Baron from a future where the Nazi's won the war who uses time travel equipment and a harnessed gravity devices to make sure his future never occurs. Since the 1930's he has been aided by the Ad Astrans, a secret society of science fiction fans and wireless radio buffs who act as his science & cultural advisiors and field agents (ala the Blue Blaze irregulars).

* a mass of giant monsters escaped from an alien circus tracked (or possibly controlled!) by an intrepid boy who has befriended one one of the monsters, a cross between Clifford and Big Red Dog and Devil Dinosaur (& Moon Boy!).

* a lost city in the Andes containing a hyper-tech Chinese Mandrinate.

* the mecha-mole driving hero Dave "Digger" Mac Fadyn teaming up with industrialist John Galt to make subterrainian maglev railroads across North America - juncture points of which will be used to explain the growth of any fictional cities the heroes might decide to have as a home base.

* Atomic-Age tech-wielding Gorillas running the Congo. Heart of Darkness is a very different novel in this world.

* Iceland being the center of operations of  Doctor Von Frost and his gelid super-science, with the highly educated and risk taking Icelanders as his loyal minions.

* The Dominican Republic being home to a criminal cartel run by the strangely ageless Porfoiro Rubirosa, who managed to avoid a pre-nup with Doris Duke and theirfore controls much of the North American power grid.

*Zombies. Gorillas. Zombie Gorillas.

no doubt there is more to come....
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I'm going to have to call my local comic shop to stop my Superman pulls. I've been reading trhe various Superman titles because Busiak was part of the creative team, but it looks like he's gone and the new team is, well, less innovative. Here's a quick comparison between the best in the business and those that are flashes in the pan:
Spoilers ahead )
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A common scene in the comics is showing fast characters "sprinting" (or pushing their flight/swimming speeds) to get outrace a sports car, missile, torpedo, what have you. Some supers systems have mechanics for this sort of "pushing" of speed, but I've never been satisfied with them because they always feel more simplistic than simulation - short doublings of speed, or increasing speed by 10 "points" worth of the movement power. While I'm all for simulation I kept wondering if there was a better way.

Truly geeky super speed math behind cut )


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A recent pull of boxes from my comic closet led to my re-reading Starman. No, not the 1990's Jack Knight Starman, but the 1988 Will Payton Starman, one of the great underused and underappreciated characters in the DC pantheon (indeed, the dismissive treatment Mr. Payton got from writer James Robinson was one of my few strikes against his generally, er, stellar run on the Jack Knight version). Almost entirely unavailable, Roger Stern's and Tom Lyle's 25 issue run is a lost gem.

History lessons behind cut )
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In a an article on the history of Unmanned Surveillance Drones in Newsweek (June 9th issue) I found this bit
"The Army plunged into procurement hell, developing a drone with so many bells and whistles that it barely got off the ground. Ill conceived from the start, the Aquila needed hundreds of tons of backup equipment, which required an hour to set up or take down. Crashing every 20 hours or so, its costs climbing to $3 million a copy, the Aquila was canceled in 1987 after burning through $1 billion."
 
To me, this just screams "origin story". I can just picture the developers of the Aquila Drone adding more and more things in comic book fashion.
 
"Do you know what this needs? Infra-red."
"Yeah! We can get some IR capability in there, but it has to be able to switch between that and UV and regular light."
"Oh, of course. And we'd get a better idea of the area if it could detect sound too."
"Locating other planes, you mean?"
"Plus hearing stuff on the ground. We'l have to make it smarter so it can filter out the wheat from the chaff in the incoming sound streams however."
"Smarter is good. And then maybe it could direct itself if under attack, rather than wait for a new response!"
"Defense capability, sure! And maybe some jamming system, and some other defensive measures."
"What about those heat beams the DARPA guys are working on? That would clear out an enemy anti-aircraft installation!"
 
LATER
 
"No, it would be much more effective in gathering data if it could pass for human. Make those waldoes look more like arms, and get the joint articulation on the legs right."
"But it still has to be able to blend in the sky, so we have to pit on  the liquid crystal skin so it can change color."
"What if radio contact gets cut out in a conversation? How will we control it?"
"We'll have to upgrade the intelligence programming again to give it full language compatibles I guess…."  
 
LATER STILL
 
"This is it, the Aquila Mark 9: it's a totally humaniform robot with flight, senor suite, independent action level AI, camouflage, flares, radar jamming and an IR heat beam!"
"Our budget's been cut."
"Can't we turn him on at least ONCE?"
 
Your call as to whether he's a hero or a villain….
 
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Something that came up in another thread that I wanted to yank out and discuss separately. It's both long and technical so it goes 
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 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,  
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In my ongoing supers musings I thought I might take a step back and look at what powers mean in a setting. Sure, we can figure out what they do – how much strong guy can lift, how fast Zipster can run, and so on – but what they mean varies by book, team and even story arc. The hypothetical game system I'm working on is based around each play group constructing how powers are scaled and what they cost from the ground up for their own setting, along with what the supers team is supposed to be doing, so it might be worth the time to figure out the underlying metaphor. 

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This is likely the last example in the series of posts translating a single character into a variety of systems, though I expect to do at least one more discussing what I've learned. The character in question – Dr. Zachary Zevon, the Indestructible Man - started in Villains and Vigilantes, and now exists in Silver Age Sentinels, HERO, Marvel Super Heroes, DC Heroes, FUDGE and Truth & Justice. There was an aborted attempt in GURPS and finally, I’m trying to tackle This lat entry covers GODLIKE, Greg Stolze's and Dennis Detwiller's game of supers in WWII.

GODLIKE )

So how's the fidelity here: Bad, as several key elements just run against the setting rules. This bugs me much less than the problems I have in GURPS or HERO, because GODLIKE is designed for a very specific environment: you're playing Supers in WWII, and not just any WWII, but this specific version with these specific power rules. It's not designed to be customizable to other settings, and I suspect that if you took it out of this one it would fail. Wild Talents, the generic version of this rules set, took years of playtesting (it just came out last year, when GODLIKE appeared in 2001). whswhs tried using these rules for his Ghazi game (the PCs were bearers of one of the 100 names of Allah, fighting off the Crusaders) and he had serious problems not just with the dice curve but with the lack of heavy firepower needed to counteract some of the abilities. The problem here is not that GODLIKE can't handle Dr. Z, but that Dr. Z has no place in GODLIKE. A can't be a standard bearer for systems designed for specific settings and then complain that the specific settings can't handle my ported in character: unlike the others, GODLIKE never claimed it could.

Expect a wrap up essay in the next day or so. I might still noodle around with getting GURPS to work, but that will be inside the GURPS post and not on the main page. So far it's been an interesting experiment. 
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Previously I started a Thought Experiment in supers games, looking at what changes a character goes through when converted from one system to another. This is meant to test the validity of most supers games claims that you can use the system to build “any” character or run “any” kind of game. The character in question – Dr. Zachary Zevon, the Indestructible Man - started in Villains and Vigilantes, and now exists in Silver Age Sentinels, HERO, Marvel Super Heroes, DC Heroes, FUDGE and Truth & Justice. Finally, I’m trying to tackle
GURPS )
I find it ironic that the game systems that promise you the most versatility – GURPS and HERO – are the ones that produce the largest fidelity problems. The more the rules are nailed down, the less forgiving they are if you try to deviate from them. I figure I likely could get something to work for Force Field, but it’s not a standard GURPS power and therefore any version would be a wild kludging of mechanics to more or less approximate the effect.

I have one last entry in the series, at least using the systems I currently own (alas, I no longer have a copy of Enforcers, one of the worst little systems I’ve ever come across). This is GODLIKE, and I expect it to not go well, but for very different reasons. 
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Last week I started a Thought Experiment in supers games, looking at what changes a character goes through when converted from one system to another. This is meant to test the validity of most supers games claims that you can use the system to build “any” character or run “any” kind of game. The character in question – Dr. Zachary Zevon, the Indestructible Man - started in Villains and Vigilantes, and now exists in Silver Age Sentinels, HERO, Marvel Super Heroes, DC Heroes, FUDGE, and, from the hands of the man with powers, Chad Underkoffler…
Not surprising, but this is a very clear map over into another highly narrative system. I’m getting the feeling that my largest problems with mapping things over come in games where the damage of firearms is most clearly nailed down against reality and the powers in play, hence the higher costs of being invulnerable. My next step is GURPS unless someone wants to save me. This will likely take a few days, so don’t be surprised by a delay.
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Last week I started a Thought Experiment in supers games, looking at what changes a character goes through when converted from one system to another. This is meant to test the validity of most supers games claims that you can use the system to build “any” character or run “any” kind of game. The character in question – Dr. Zachary Zevon, the Indestructible Man - started in Villains and Vigilantes, and now exists in Silver Age Sentinels, HERO, Marvel Super Heroes, DC Heroes and now, thanks to [profile] whswhs,
FUDGE. )
Notes from Brian: This looks like a very solid translation of the character, with minimal loss of fidelity. All the key aspects are clearly listed, with the opening for FUDGE point expenditures to get things like his super-breath tricks.

With a Legendary 2 Mind and Experimental Physics his lowest possible roll is a Good, which is equivalent to normal people doing pretty well. That feels about right. I’m not familiar enough with FUDGE Supers to comment on the damage mechanics, but I’ll trust Mr. Stoddard when he says that the force field will bounce small arms fire and conceivably withstand an anti-tank weapon– that’s good enough to capture the feel of things (assuming we don’t have a circumstance like DC Heroes where people whose fists are as potent as anti-tank weapons grow on trees). The 25 charges tie nearly with the Power scores and Energy points in the other two games, so Zach can still get tired out or overwhelmed – important things to keep the character from being immune to threats. It’s interesting that HERO and DC Heroes don’t have that, where the threat is not time but people having standard access to amounts of force that would break the wall. The more systems we see him in, the more that distinction becomes clear and changes how he would appear in play.

As with V&V, all of the gear is just handwaved away – he’s a genius, he invented it, and it’s secondary to the character concept. I still feel that’s the best way to handle it, with second best being SAS’s “spend some points on having general gear”. Thinking it through, this would be much less viable if one of the other PCs had the power of super-senses, in which case Zach’s scanner would have to be considerably less useful than his teammate’s power. HERO tries to make this less of an issue by charging points for the scanner, but I’d still feel bad if my character’s secondary gear stomped all over someone else’s primary power.

Thanks for the help, Mr. Stoddard. Tomorrow we look at [profile] chadu’s Truth & Justice write up.
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On Tuesday I started a Thought Experiment in supers games, looking at what changes a character goes through when converted from one system to another. This is meant to test the validity of most supers games claims that you can use the system to build “any” character or run “any” kind of game. The character in question – Dr. Zachary Zevon, the Indestructible Man - started in Villains and Vigilantes, and now exists in Silver Age Sentinels, HERO and Marvel Super Heroes.
That done, how well would this work in play? This is really hard to say. I’ve owned the DC Heroes rules since they came out in the 80’s but have played it only a handful of times. I suspect the combination of powers would let me do a lot of the things I liked with the character, even if it would be a stretch on more than one occasion. He’s combat worthy enough, at least to my untrained eye, and I think I have a handle on the Gadgetry rules. If I’m wrong on that score I’ll know soon enough.

Zach ended up costing more in DC heroes than I thought he would, but that’s the cost of the Intelligence, Gadgetry and Science skills – not to mention having to sink points into 3 stats to capture his powerful mind and 3 more for his high charisma. Still, given the freaky point structure of the game his relative point cost to other characters is hard to measure, as 25% of his points are tied up in Advantages.

This experiment left me seeing that DC Heroes is a high versatile, powerful game that’s buried under some godawful power mechanics, and perhaps an overly fiddly dice engine. It is designed for a much higher power scale than the other games I’ve reviewed so far and looks like it does a good job of balancing out Batman with Superman in a mechanical and narrative sense. If I were to run something in it I’d use it as an excuse to chuck the entire power listing and start from scratch, adopting the ideas of Scarcity cost and Versatility that I’ve been discussing of late in Alarums & Excursions.
Scarcity would replace the base cost of the power or skill and would be determined by the player who first built someone with that ability, given them control of how often the power would appear in play. Give something a high scarcity cost and you’ve set a bar on entry for other characters; a low one means that you aren’t staking a claim on this niche (unless you set a low one and then buy 20 ranks of the power, daring people to try and catch you). An entirely new structure of Scarcity costs in the campaign would make the world look like a very different place than the standard comics universes.
Versatility would take the place of the Factor Cost, a 1-10 ranking by the GM and player about how flexible the power or skill is intended to be in play, setting the groundwork for the gentleman’s agreement that determines how much leeway the character is cut when he tries to use the ability in new ways in play.

I’m very interested to hear [profile] whswhs’s take on these thoughts, since he’s the only person I know who ran a long term DC Heroes game and can tell me how the dice mechanic worked out and whether my fears that profligate hero point spending would seriously skew play are true to life. Tomorrow we tackle the FUDGE write up that Mr. Stoddard wrote for me today, and then Mondat we get to [profile] chadu's Truth & Justice version.
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On Tuesday I started a Thought Experiment in supers games, looking at what changes a character goes through when converted from one system to another. This is meant to test the validity of most supers games claims that you can use the system to build “any” character or run “any” kind of game. The character in question – Dr. Zachary Zevon, the Indestructible Man - started in Villains and Vigilantes, and now exists in Silver Age Sentinels, HERO and, as of Today, Marvel Super Heroes )
With another high fidelity map over, how will this play? I suspect very well. The powers work nicely, the system encourages creativity and there’s little to no concern with real world weapon damage benchmarks to make me worry about the force field strength. Zach still can’t do a lot of damage, but MSH isn’t constructed around combat the way that HERO was (with its rigorous application of attacks against defense) so it’s not as much of an issue. The character was always meant as a versatile high defense, low offence scientist, and that’s what we’ve got. Cambias made a comment off line yesterday that some systems exert their own gravitational pull, trying to mold character design into certain specific shapes. I suspect that MHS does that as much as HERO does, but that Zach already fits into some of MSH’s standard molds so it feels right.

Inventing was a potential problem in HERO and there’s a neat comparison here. MSH provides very clear guidelines for inventions, so Dr. Z will be able to automatically do certain things but have a poor chance for wild and wacky breakthroughs. V&V lacks any sort of system on this, while SAS and HERO both fall back on point cost for things. In Marvel building a dimensional portal is damn hard and written up as such, while in SAS Dimension Hop is a cheap power but the GM could apply a -10 penalty to Zach’s roll to build a dimension hop device. Or a -1. Or a +5. Whatever he wants. Dimensional Travel is a more expensive power in HERO, but the issue is still the same, and with a 50 point Gadget Pool Zach could easily afford to build one, and the difficulty of the roll is capped at -5 (1/10 the points in the Gadget Pool), with bonuses for extra time – the GM can’t even move to hose him with a high die penalty! Those 50 points are mine and I’ll spend them how I see fit! In any event, it’s interesting to see where the trust issues lie in the games and that MSH, for all its high trust, removes Inventing power from both the GM and the Player and puts it in the system. 

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Brian Rogers

March 2025

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