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Post by andyman on Jan 19, 2011 23:33:42 GMT -5
The Marvel Super Heroes Role Playing game is a great game. The Daily Bugle was originally played with that system. Maybe I should add an adventure or two using those rules.
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Post by raynorn on Jan 20, 2011 12:45:37 GMT -5
The Marvel Super Heroes Role Playing game is a great game. The Daily Bugle was originally played with that system. Maybe I should add an adventure or two using those rules. Despite some flaws, I think that was a highly under rated system.
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Post by WildKnight on Jan 20, 2011 14:44:58 GMT -5
I can't say I really enjoyed the system itself. Despite the effectiveness of using kharma to manipulate player behavior, everything else was... just plain bad. Having to "burn" your only method of character advancement to get good rolls is a pretty bad mechanic. Character creation was a complete and utter train wreck, it was virtually impossible to actually play the character you wanted, and character power levels tended to be all over the boards because of the random tables.
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Post by raynorn on Jan 20, 2011 15:28:53 GMT -5
I can't say I really enjoyed the system itself. Despite the effectiveness of using kharma to manipulate player behavior, everything else was... just plain bad. Having to "burn" your only method of character advancement to get good rolls is a pretty bad mechanic. Character creation was a complete and utter train wreck, it was virtually impossible to actually play the character you wanted, and character power levels tended to be all over the boards because of the random tables. The Karma roll advantage should be quite costly, it was a really powerful ability. but it is easy to take care of with a house rule. "Any karma spent to improve rolls would be refunded at the end of a game session" It still encouraged people to have a decent amount of unspent points but did not punish them for using the epic roll abilities Karma granted. I am 100% with you on character creation though, random rolls could make your character rock or bite right off the bat. My friends and I experimented with house rules for point based character creation but as the system wasn't really designed for that it was a bit of a pain. One small advantage of the random powers is that it created an interesting feel for the game. You use the powers you are given not the ones you wished you had. That was getting way off topic though. . . Any progress on your diceless? If you think it has enough polish you should try and release it as a PDF through Amazon, RPGNOW or Drivethru RPG for a few bucks. This is what I plan on doing with my two diceless systems when I am happy with them. The rules light/fast play one (Three Hats) is nearly ready for press. Interestingly it uses a Karma like system.
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Post by andyman on Jan 20, 2011 19:33:53 GMT -5
I can't say I really enjoyed the system itself. Despite the effectiveness of using kharma to manipulate player behavior, everything else was... just plain bad. Having to "burn" your only method of character advancement to get good rolls is a pretty bad mechanic. Character creation was a complete and utter train wreck, it was virtually impossible to actually play the character you wanted, and character power levels tended to be all over the boards because of the random tables. I didn't use character advancement or random character generation with Marvel. As the "Judge" I asked players what they envisioned the character would be like and we worked out the stats based on that. Over time we continued to tweak the stats to make them fit better. the game was about beating the bad guys and having fun while at it not raising stats.
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