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Post by malice on Feb 4, 2007 2:35:13 GMT -5
The intention in the creation of this thread is clarification of house rules board members are comfortable with in their games.
Consider the possbility of a large-scale game that required multiple GMs to be effective. These GMs would have to agree on the rules they were going to use. They could discuss it here.
Principles to Follow (According to Malice): 1. Noobs are good, encourage their continued and consistent participation. Your organization will die if you don't.
2. The original MURPG rules should be changed as little as possible, if at all. If you change the basics of the books then new players and GMs are instantly alienated upon setting foot in the game. While some people are OK with telling noobs to "Read all this", I am not. It's ineffective is all.
3. While changing existing things is bad, adding things and clarifying them is not.
4. New actions/modifiers, when adequately priced and different enough to be new, are good. The MURPG creators encouraged this and were right to do so.
5. When in doubt about the price of a new action/modifier, rounding up is safe. It sucks for the player, but they know its the best you can do even if they say they don't.
6. Concerning #5, the price can't rise forever. Just as there is a cost difference in cost levels, there is pragmatic difference in cost adjustments. If an action becomes expensive enough it will probably never see use.
7. This is the discussion thread, better to sort it out here with an open mind than encounter it as a problem later.
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Post by malice on Feb 4, 2007 2:41:56 GMT -5
I think Cwylric's House Rules are well-known and somewhat accepted. I like them too, except for a few details. These include but are not limited to: His adjustments to Telepathy and Energy Absorption and Reflection. They're complicated and EXPENSIVE when you consider that low stone limits are the norm here. They also violate Principle #2
There are erratas in the Avengers and X-men supplements, they're good.
I like the unofficial Spider-Man book A LOT. I see those new rules/actions/modifiers as officially as I saw the ones that actually got published in the other three books. Those guys did good work.
Should you be interested in the Marvelverse campaign, getting to know some of these things might be helpful. Marvelverse is here: [ftp]http://www.murpg.proboards19.com/index.cgi?board=gorp&action=display&thread=1168384101&page=1[/ftp]
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Post by malice on Feb 4, 2007 2:59:37 GMT -5
On top of figuring out house rules, there are many misunderstandings about the basic established rules. There are many threads that discuss these and this can officially be one of them.
Some things that I've observed being commonly misunderstood or just not understood: -Area Affect -Reducing cost level (of an action or modifier) by less than half -Some telepathy options -Things that were in the books but not explained in detail, such as 2x healing rate, and villains like Apocalypse being allowed to cheat. -Magic... anything magic -House rules not originally in the books that were so loved by players here that they're not even considered house rules anymore because they're so common. Many people don't know what these are, because they're basically exclusive to these boards. -Accumulate Energy
I'm not claiming a perfect authority on these topics, but I've seen all of them and know a little.
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Post by Neros on Feb 4, 2007 3:57:38 GMT -5
All options have been read differently by different players, since theres no examples or explanations to how they work... That actually goes for.... So, when a GM sees a option on a players CAD, he should speak with him and make sure both of them understand the rules for the option.
And about house rules, ive been working on a project where i have taken all of the good house rules from the board (or rules i thought was good), and put them all into one file along with Cyrlwwic's rules and clarifications (Any one know what happened to him?)
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Post by malice on Feb 4, 2007 15:41:54 GMT -5
All options have been read differently by different players, since theres no examples or explanations to how they work... That actually goes for.... So, when a GM sees a option on a players CAD, he should speak with him and make sure both of them understand the rules for the option. And about house rules, ive been working on a project where i have taken all of the good house rules from the board (or rules i thought was good), and put them all into one file along with Cyrlwwic's rules and clarifications (Any one know what happened to him?) It's true that house rules are between the GM and the player. I agree completely. However the purpose of this thread is for GMs to decide on what they agree on in the case of co-GMing or GMing crossover games. It can be done through PM but this is faster and more convenient, avoiding overlap and allowing input from multiple sources.
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Post by Brainstem on Feb 4, 2007 15:46:59 GMT -5
I'm stickying this. Even if the Marvelverse doesn't pick up, this should prove itself useful.
The biggest issue, I think, with majority rules would be how different actions are resolved. It's pretty straightforward regarding the numbers, but the judgments made by GMs is what would really start to cause major differences between games.
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Post by talismanhex on Feb 4, 2007 16:00:36 GMT -5
That could be worked out if you give GM's there own arc of the Marvelverse, for example, F.F. , Spider-Man, X-Men, etc. They control that one aspect of the universe and when they cross over into another expect the 2 GM's have to work with each other. Every GM should have control of his arc and if he goes by certain rules than others they should come to an agreement to compromise. Of course we should all conform to a base rule set and I believe we do, the basic concept of the MURPG's diceless game. From there any deviations are up to the GM. It is all about compromise and not strict guidelines.
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Post by malice on Feb 4, 2007 16:06:28 GMT -5
That could be worked out if you give GM's there own arc of the Marvelverse, for example, F.F. , Spider-Man, X-Men, etc. They control that one aspect of the universe and when they cross over into another expect the 2 GM's have to work with each other. Every GM should have control of his arc and if he goes by certain rules than others they should come to an agreement to compromise. Of course we should all conform to a base rule set and I believe we do, the basic concept of the MURPG's diceless game. From there any deviations are up to the GM. It is all about compromise and not strict guidelines. I don't think I fully understand the jist of your post. This thread is for discussion of house rules and interpretations of standing rules, i.e. where the compromises are supposed to happen. I think there's a chance your statements fit better in the marvelverse thread itself. I'm not saying your post isn't useful or relevant, cause it's both, but the majority of it seems to refer to that thread.
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Post by rezafor on Feb 4, 2007 16:44:20 GMT -5
The Spider-man guide is a very nice compendium of characters, actions, and clarfications. We should probably base the rules in or around those areas.
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Post by Hypester on Feb 5, 2007 9:23:54 GMT -5
It would be nice to see the Spider-Man guide in use, just for pride's sake...
Several of the oft confused issues I am familiar with (and perhaps had forgotten, but some I'm curious about) -Area Affect - How is the range calculated? -Some telepathy options - Which ones? -Magic... anything magic - The book seemed pretty open, I believe it actually says "Whatever the GM wants" -Accumulate Energy
Funny story about Accumulate Energy... before we firgured it out, my friends made a custom action involving AE called "Not Today Galactus" and they simply sat on it for games on end in case Galactus came to Earth to devour it they could let out a mighty 200 stone attack to fend him off. It was funny, at least...
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Post by Scriptus on Feb 5, 2007 12:15:48 GMT -5
It would be nice to see the Spider-Man guide in use, just for pride's sake... Several of the oft confused issues I am familiar with (and perhaps had forgotten, but some I'm curious about) -Area Affect - How is the range calculated? Area effect range is calculated by comparing the # of stones in effect to the Area/Leaping Row on the D&R chart. The area affected the diameter of the for that action #. For example a 4 stone area attack would have a diameter of 50 feet.
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Post by Neros on Feb 5, 2007 15:39:30 GMT -5
Im pretty sure its not feet... theres about 1760 yards in a mile. And according to a site i found, 1 mile is 5280 feet... So when i look at the Area/Leaping Row, im guessing its yards. www.answers.com/topic/mile
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Post by Hypester on Feb 5, 2007 15:59:17 GMT -5
Well... it has the feet mark, why would it need to be yards? It doubles or more each time. I don't see the problem at all... and it has the feet mark. " ' "
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Post by thanos on Feb 5, 2007 16:39:41 GMT -5
Area is clearly marked in Feet via the ( ' ) symbol.
Range is given specifly in feet, yards, and miles by name if not by symbol.
And yes that was one of my personal complaints about that chart.
As for how is range calculated, its calculated as standard based on the power, item, or action. ie Force Blast, with the AE option, would still only have a Range of 4.
I can certainly see where the GM's might want to rule out certain Telepathy options (or even certain powers, such as Power Cosmic etc) especially Psychometry with the Future handler option.
Accumulate Energy seems pretty straight forward, in that the character is a battery of sorts and can compress more potential in themselves than somewhat of equal Int/Dur without the power allowing for the Accumulation.
I wanted to address this: -Reducing cost level (of an action or modifier) by less than half Most of the time I do not think this is a concern as every character is still limited by their Maximum Energy in stones of effect. Any character with an Int+Mental defense of 14 can hold off Prof-X indefinitaly regardless that X's Int+Telepathy is 17, because he only has 14 stones to spend at best.
Where are Cyrlwwic's rules?
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Post by Pope Mega Force on Feb 5, 2007 16:42:25 GMT -5
Go to the bottom of the forum and in the first sub section is a board called Useful Files. Cyrlwwic's rules are the first thread on the main board in Useful Files.
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