az
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i am a kind and respectful person,and i always do the right thing,no matter what!
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Post by az on Oct 8, 2021 19:36:16 GMT
Which super hero role-playing game can i use to run a DC/Marvel mixed universe game entitled"National Timely Comics"?
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Post by order99 on Oct 9, 2021 2:12:44 GMT
Which super hero role-playing game can i use to run a DC/Marvel mixed universe game entitled"National Timely Comics"? At the risk of being biased- Hoodlums & Hideouts?
Seriously though-almost any that you're already comfortable with. Are you looking for details and fiddly-bits, or for simplicity with enough flexibility?
Before I really got into H&H, I was a huge fan of the original Marvel Super-heroes RPG. Dirt Simple mechanics, limited advancement that fit the Silver/Bronze Age comics pretty well, a Karma award system that let lower-powered characters sometimes get the drop on higher-powered ones...the original TSR game is a collectible these days, but its direct descendant is the 4C system:
-and its even easier system, FASERIP-
DC Heroes/Blood of Heroes had an interesting logarithmic system that worked okay-used 2D10 rolls+stat or skill, compare on a quick chart, note the results kind of system. The only 'issue' I had with it was that 'normal' non-powered heroes usually only had a few points of difference between them-but it worked okay, and it could handle Jimmy Olsen and Superman on the same system without much fudging. Sadly, it is also OOP, so check Ebay for cheap copies. Here's a web source for the characters though (Both Marvel, DC, Homebrew and others) :
ICONS the Rpg-tried it a time or two, couldn't get anyone interested...but that was hardly the game's fault! The system is dirt-simple (Roll two differently-colored D6 for a -5 to +5 number, add stat or skill) and covers low-powered to near-Cosmic play. The RPG is for sale:
-but there is also a free OGC for sampling before you buy-
There's Codename:Spandex, an offshoot of the old UK Supers Game Golden Heroes, uses a D20 and a chart for combat, many D6's for damage, percentiles for Random Powers etc. Not as complex as AD&D, maybe the level of Basic:
And of course there's Mutants and Masterminds, pure point-build with a single D20 for all outcome resolutions. Popular enough that you've probably already heard about it. Lots of support from Green Ronin Games. Pretty sure that Golden Age Superman (at least for the first 5 issues) is Power Level 8:
There's City of Mist, a story-heavy RPG with power levels equal to High-powered Pulp/early Golden Age, with the major ongoing conflict being the proper balance between your Mythic and Mundane selves (your basic Power vs Humanity conflict). Lots of support, and a Free taste:
We have BASH!, a pretty comprehensive RPG that goes "Talented Normal" all the way to "Power Cosmic". It uses 2D6 and some really basic multiplication. Honestly just a tiny bit simpler than my own 'sweet spot', but it might be just your thing-and it also has lots of support/supplements:
Those are the ones i've actually played/ran-but there is a literal embarrassment of Superhero RPGs out these days. Heck, way back in the 'Hey, What's an RPG ?' days, I had a GM run a slightly-modified 1st Edition Gamma World game as a 'Suddenly, Superheroes! Now What ?' RPG, worked well enough for about a few year's worth of play...
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Post by Adminenkainen on Oct 9, 2021 15:51:11 GMT
Allen knows about all those games. He just likes asking questions.
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az
Great Member
i am a kind and respectful person,and i always do the right thing,no matter what!
Posts: 76
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Post by az on Oct 9, 2021 20:07:52 GMT
Which super hero role-playing game can i use to run a DC/Marvel mixed universe game entitled"National Timely Comics"? At the risk of being biased- Hoodlums & Hideouts?
Seriously though-almost any that you're already comfortable with. Are you looking for details and fiddly-bits, or for simplicity with enough flexibility?
Before I really got into H&H, I was a huge fan of the original Marvel Super-heroes RPG. Dirt Simple mechanics, limited advancement that fit the Silver/Bronze Age comics pretty well, a Karma award system that let lower-powered characters sometimes get the drop on higher-powered ones...the original TSR game is a collectible these days, but its direct descendant is the 4C system:
-and its even easier system, FASERIP-
DC Heroes/Blood of Heroes had an interesting logarithmic system that worked okay-used 2D10 rolls+stat or skill, compare on a quick chart, note the results kind of system. The only 'issue' I had with it was that 'normal' non-powered heroes usually only had a few points of difference between them-but it worked okay, and it could handle Jimmy Olsen and Superman on the same system without much fudging. Sadly, it is also OOP, so check Ebay for cheap copies. Here's a web source for the characters though (Both Marvel, DC, Homebrew and others) :
ICONS the Rpg-tried it a time or two, couldn't get anyone interested...but that was hardly the game's fault! The system is dirt-simple (Roll two differently-colored D6 for a -5 to +5 number, add stat or skill) and covers low-powered to near-Cosmic play. The RPG is for sale:
-but there is also a free OGC for sampling before you buy-
There's Codename:Spandex, an offshoot of the old UK Supers Game Golden Heroes, uses a D20 and a chart for combat, many D6's for damage, percentiles for Random Powers etc. Not as complex as AD&D, maybe the level of Basic:
And of course there's Mutants and Masterminds, pure point-build with a single D20 for all outcome resolutions. Popular enough that you've probably already heard about it. Lots of support from Green Ronin Games. Pretty sure that Golden Age Superman (at least for the first 5 issues) is Power Level 8:
There's City of Mist, a story-heavy RPG with power levels equal to High-powered Pulp/early Golden Age, with the major ongoing conflict being the proper balance between your Mythic and Mundane selves (your basic Power vs Humanity conflict). Lots of support, and a Free taste:
We have BASH!, a pretty comprehensive RPG that goes "Talented Normal" all the way to "Power Cosmic". It uses 2D6 and some really basic multiplication. Honestly just a tiny bit simpler than my own 'sweet spot', but it might be just your thing-and it also has lots of support/supplements:
Those are the ones i've actually played/ran-but there is a literal embarrassment of Superhero RPGs out these days. Heck, way back in the 'Hey, What's an RPG ?' days, I had a GM run a slightly-modified 1st Edition Gamma World game as a 'Suddenly, Superheroes! Now What ?' RPG, worked well enough for about a few year's worth of play...
thanks,i should use hideouts and hoodlums i am looking for details
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az
Great Member
i am a kind and respectful person,and i always do the right thing,no matter what!
Posts: 76
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Post by az on Oct 9, 2021 20:10:10 GMT
Allen knows about all those games. He just likes asking questions. you are right about that. you make a good point.
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Post by order99 on Oct 10, 2021 4:15:27 GMT
Well, if you just need source material for H&H: Supplement IV(Part I) has plenty of early DC Comics material, and most of the early Hero/Villain Rosters. There's also a Fawcett section if you want the DC/Fawcett 'merger' to happen a decade or more early and introduce the Marvels, Bulletman, Spy Smasher etc. Supplement IV(Part II) Has most of the early Timely Hero/Villain roster. Also, a lot of the Quality roster joined DC at a later date, such as Uncle Sam, Doll Man, Plastic Man, the Blackhawks etc. (and Black Condor, and Blue Beetle from Holyoke etc etc). I'd say roughly 85% of your work would be done with just those two books. Also, scavenging the various Trophy Case zines might scare up one or two more. Anything you need past that,(say, early Marvel) I recommend the Digital Comics Museum and some Handwavium: digitalcomicmuseum.com/ Also-what's wrong with asking questions? I can't guarantee answers, mind you-but 'What If?' will always be my favorite phrase ever! Besides, it's been a little quiet here of late...and if you start running/playing a 'National/Timely' game, I'm all ears to hear about it!
(loads 'Heightened Senses' in Lvl 2 Power Slot and waits patiently)
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az
Great Member
i am a kind and respectful person,and i always do the right thing,no matter what!
Posts: 76
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Post by az on Oct 10, 2021 11:27:15 GMT
Wow,that is good advice.i might do the 2nd edition stats for those characters.thanks
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Post by order99 on Oct 10, 2021 22:53:09 GMT
I doubt that the conversion will be all that hard. Heck, i've got a 'Version 1.5 Experimental' conversion so I could allow some Players to shoehorn Light City PCs into my 'Steampunk Super-pulp' game: hideoutsnhoodlums.proboards.com/board/28/steampunk-superpulp Sadly, we are all adults with odd schedules so we game infrequently...but feel free to steal anything from it that inspires you! I recommend 'Rules and Settings' for the Conversion Notes-Light City PCs don't use normal XP for example...
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az
Great Member
i am a kind and respectful person,and i always do the right thing,no matter what!
Posts: 76
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Post by az on Oct 11, 2021 21:12:10 GMT
Yeah,you got that right.you make a very valid point.
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Post by Adminenkainen on Oct 12, 2021 15:13:55 GMT
I suppose we could also use this discussion to highlight the differences between superhero RPGs. How would Allen's campaign idea play out differently based on different game systems?
In H&H, it would almost surely be set during the 1930s-40s, and it would be a gonzo world of mobsters, aliens, and other weirdness inhabiting sprawling hideouts.
In Superhero 2044, it would be set in the -- gosh, now-near future and it would be about patrolling the streets of that setting.
In Villains & Vigilantes, it would be about playing yourself in that setting.
What generalizations can we make about other systems...?
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az
Great Member
i am a kind and respectful person,and i always do the right thing,no matter what!
Posts: 76
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Post by az on Oct 12, 2021 19:10:41 GMT
Here is how my campaign idea would play out differently based on villains and vigilantes: Superman would emerge as the very first costumed super hero in 1938.
Here is a generalization we can make about mutants and masterminds second edition: My campaign idea would be set in a alternate version of the pre-crisis version of earth-two.
Here are the details i have so far,regarding my campaign idea: DC/National got absorbed into marvel/timely,because it could not pay it's bills. In 1940,the human torch,namor the sub-mariner,the angel,superman,batman,green lantern,the atom,the flash,doctor fate,the spectre,hawkman,hourman,and the sandman banded together as the justice society invaders in all-star comics#3. The justice society invaders and other characters starred in movies,movie serials,radio shows,and animated shorts in the 1940s! In the 1950s,the justice society invaders appeared in several television shows and the justice society invaders and other characters continued to be published. the super heroes from fawcett comics and quality comics were acquired by national timely comics in 1956. In 1966,filmation began producing an animated television series featuring the justice society invaders. the charlton comics super heroes were acquired by national timely comics in the 1980s. the justice society invaders and other characters continued to survive into the present day.
anyone who wants to help collaborate to get this made into a finished product,let me know.
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Post by order99 on Oct 13, 2021 0:07:51 GMT
I suppose we could also use this discussion to highlight the differences between superhero RPGs. How would Allen's campaign idea play out differently based on different game systems? In H&H, it would almost surely be set during the 1930s-40s, and it would be a gonzo world of mobsters, aliens, and other weirdness inhabiting sprawling hideouts. In Superhero 2044, it would be set in the -- gosh, now-near future and it would be about patrolling the streets of that setting. In Villains & Vigilantes, it would be about playing yourself in that setting. What generalizations can we make about other systems...? Well, City of Mist would top out at roughly Early X-Men levels of power (at best), and focus as much on the interpersonal dramas as the adventures (again, like the early X-Men). The action would be fast and roughly balanced, and long-term consequences would be the order of the day.
Mutants and Masterminds would have almost no mismatches in Ability/Power Level, since everybody starts at a default Power Tier based on the campaign-and nearly all Powers/Abilities are geared to either combat or utility or both. Action would be both fast and somewhat random, with victory often determined by who had saved up enough Hero Points.
DC Heroes takes a bit to customize the PC, but events/action rolls quite fast. Lower-powered PCs can often overcome tougher foes by better use of Tactical modifiers and having more Hero Points. This is the first game that literally has the Subplot optional mechanic that generates extra Hero Points through the Role-playing of typical Comic-book Soap Opera tropes-naturally I stole it!
Golden Heroes/Codename Spandex is generally the same action level as H&H (freewheeling)-but unlike the latter you stay at roughly the same power level forever. The meat of the non-combat systems hinge on Campaign ratings- if you want to be a Master Detective for example, several factors apply(do you have Powers that would come in handy for finding clues? Any Skill? Do you cultivate contacts on the street? In the Force? etc.) Your Popularity (which can actually work against your Detective Rating BTW) works the same way, as does your Income etc etc. For those who want to upgrade or modify their existing Powers or Skills, pursue the proper Campaign Ratings and the GM will work with you. Imagine H&H with all the PCs stuck at maybe 4th Level, and when the Editor believes that certain Benchmarks have been passed the PC can make an Ability Increase check on STR (Bodybuilding!) or WIS (Therapy!) or tries that new batch of Vitamin X (re-roll HP, take the higher, Save vs Plot for an Adventure's worth of side effects!) etc...
BASH and ICONS are both chopped and dropped like custom racing vehicles-no frills, no particular flavor or atmosphere, but the mechanics work, they are fast and they get out of your way so that you can game. Any frills the GM and Players want to add, they have to do it themselves.
Superhero 2044 is sort of like the first Empire of the Petal Throne RPG-even more information dense and obscure than the OD&D Whitebox/Chainmail! It takes lots of play to figure out how all of the sub-systems mesh with each other, the Super Powers are literal Handwavium invented with Player/GM cooperation, and actual play takes a lot of mutual trust and ad hoc judgements...but with the right group, you can rock the house down...
Villians & Vigilantes has the 'Us as Supers!' vibe of course-but Power Levels fluctuate nearly as badly as Gamma World (Terry's Powers come from some self-defense courses, lot of jogging and a crowbar with a Taser in the handle...Jerry can fly, has X-ray vision and controls gravity...Jessica has Power Armor with full Life Support, a magic wand that turns enemies into crystal for an hour and an army of cute and fluffy dogs-and went deaf...) . It is almost impossible to die in this game-good thing since you play yourselves-but when your un-powered girlfriend takes an Anti-tank round to the face, gets First Aid and shows up for work the next day, well... Also, lots of Power vs Power modifiers, you must have a Combat Screen!
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Post by order99 on Oct 13, 2021 0:47:44 GMT
Here is how my campaign idea would play out differently based on villains and vigilantes: Superman would emerge as the very first costumed super hero in 1938. Here is a generalization we can make about mutants and masterminds second edition: My campaign idea would be set in a alternate version of the pre-crisis version of earth-two. Here are the details i have so far,regarding my campaign idea: DC/National got absorbed into marvel/timely,because it could not pay it's bills. In 1940,the human torch,namor the sub-mariner,the angel,superman,batman,green lantern,the atom,the flash,doctor fate,the spectre,hawkman,hourman,and the sandman banded together as the justice society invaders in all-star comics#3. The justice society invaders and other characters starred in movies,movie serials,radio shows,and animated shorts in the 1940s! In the 1950s,the justice society invaders appeared in several television shows and the justice society invaders and other characters continued to be published. the super heroes from fawcett comics and quality comics were acquired by national timely comics in 1956. In 1966,filmation began producing an animated television series featuring the justice society invaders. the charlton comics super heroes were acquired by national timely comics in the 1980s. the justice society invaders and other characters continued to survive into the present day. anyone who wants to help collaborate to get this made into a finished product,let me know. Since many of those characters mentioned above are either copyrighted (or in certain cases the modern versions are copyrighted) I wouldn't think of this as a 'Product' at all, certainly not a saleable one. And if you meant campaign, just remember that:
1) You need to choose the place on the Timeline where you want to set the campaign. If your adventures are in the 1930's then the PCs are setting your history, and the only thing that your Notes are good for are possible Time-travel scenarios. If your campaign is in the 1970's-1980's or beyond then your detailed history will affect the PCs in ways both subtle and gross-Legacy versions of the old Heroes could interact with the PCs, 70-year-old mysteries, crises or villains could rise from the past to create awesome adventures. Yeah, Hawkman's your Granpa, he's never retiring from the JSA and forbids you to join, he demands you continue your studies as a pharmacist while you want to study Marine Biology in Cali-and you are so sick and tired of explaining how your Granpa is Hawkman and you ended up a water-breathing Lemurian who casts spells through your Nth metal trident...
2) You make lots of references to comics, films, serials and cartoons-are you using the reliable conceit that the Media shows (slightly distorted) are versions of actual adventures? It's been done before of course-but emphasizing that aspect of it could definitely lend an original slant to things ("Declassified-AT LAST! Here on the History Channel, long-time recluse Doctor Richard Occult with the TRUTH on the legendary Spear of Destiny and it's horrible effect on The Third Reich! Later, Mister Tawky Tawny teams up with Hollywood darling Buddy Baker the Animal Man to host Live-Aid Ten from the Markovian Center of Culture...").
3) If this is the beginning of an actual campaign, remember not to fall in love with the setting until your Players finish demolishing it! No campaign world is complete until your PCs charge through it like Daxamite bovines in a China shop-and trust me, that's a good thing, because that's where the FUN starts! Whatever you have planned for your campaign, the Players will twist it into a pretzel-and if they are anything like mine, you'll be grinning ear to ear as you mine their creativity to make the world even better. Without the Player's input, your imaginary world is Fan Fiction (and that's fine because Fanfic is great fun for a lot of people) but the actual Game? Players running roughshod over your setting while you as Editor hold on tight and laugh at the carnage...
Best of luck, whatever eventually happens!
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az
Great Member
i am a kind and respectful person,and i always do the right thing,no matter what!
Posts: 76
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Post by az on Oct 13, 2021 10:46:12 GMT
You are right about that. I Want to set the campaign in 1938,which is where superman first appeared. I Am using an original concept.
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Post by Adminenkainen on Oct 13, 2021 17:01:12 GMT
I'll add Marvel Super Heroes, where the campaign would be largely random fistfights with random groups of supervillains drawn from both companies.
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