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Matt

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Posts posted by Matt

  1. How's this for a superhero team-up? Space Ghost was the first character I drew up when I acquired Champions 3rd edition around 1983. ;D

    I have always liked the Adam West/Super Friends-type Batman, Space Ghost, and Blue Falcon. I'd play a game set in Big City anytime.

  2. Why don't you try gaming with an on-line group that is interested in Superheroes then?

    Been there, done that...several times. Doesn't work unless players are dependable, which RPGers tend not to be. Every online game I've tried burns out when someone just disappears and it always seems to be a PC who is heavily involved in the story at hand. Too much work on my part. Plus it's just not the same. I think I'm done with online games. I ended up wasting too much time and effort and getting little return, so I'm jaded about it now.

    'Course, the other problem is finding players who want to use these older games rather than flavors of the month.

  3. Yes, Kato. Fire up the Black Beauty! ;D

    I own Daredevils and several of the modules. I adapted them for Justice, Inc., back in the day. My group and I had a great time. Each module does an excellent job of catching the essence of a particular pulp sub-genre.

    I have two copies of Justice Inc. with different cover art. Still waiting for someone to play it with. Everyone I know wants to play elves/hobbits stuff.

    Were you aware they published a new Daredevils module a few months back?

  4. Psi World. For under $20 you can get the core game and two of the three supplements that were published for it. And the Daredevils! modules, at $6 apiece, are valuable for any pulp adventure campaign, regardless of system. I'd buy the core boxed set only for the included adventures, since Daredevils! game system is (like many FGU titles) a convoluted mess.

    I hear that often, but mostly from folks who haven't played the games. I think it's mostly the presentation in wargame format (see section 1.3.14). I never found V&V or Flashing Blades to be difficult to follow, and I don't think Daredevils or Bushido are any harder than the AD&D of its era. I'll admit I haven't made it thru Privateers & Gentlemen yet, and I don't have Merc, Space Opera, or some of the others. I quite enjoy FGU's output, especially when I can buy it so cheap and since I live next state over it ships pretty fast, too.

    I have all the Daredevils adventures and even if you don't like the system, there are a mess of ideas for use in the pulp/Indiana Jones/Tales of the Gold Monkey system of your choice.

    P.S. Is that a Green Hornet symbol you're using?

  5. I seldom try anything new simply due to the prices. It's a shame. But I have found lots of old games on the cheap. And FGU still sells many of its games and supplements at circa-'82 prices on their web site. Anyone up for a rousing session of Flashing Blades?

    Most annoying are the games that want you to buy at least two books at $50 each just to have the basic starter set. Surely they're joking?

  6. The powers list in the big BRP book is by no means complete, but (1) it isn't trying to be and says as much, (2) one can extrapolate and add if one desires, (3) no super hero game has ever managed to be "complete," not even the Ultimate Powers Book for TSR's MSH, but mostly it's no problem since (4) I actually use Superworld and Superworld Companion and not the BRP book except for extras as needed. I find Superworld suits the level of power I'm interested in. I suppose power-mongers may dislike the relative weakness of a PC in Superworld as compared to Champions or Mutants and Masterminds, but I've tried both and they seem to be more about character building tricks than anything else. At least based on what I endured. I like Superworld and wish there were more of it.

    Claims of clunkiness seem to reflect the desire for a higher power level than the game seems to have been meant for, as I don't find it any clunkier than Call of Cthulhu (for instance).

  7. I would use defensive power but say it can only be used when someone is grappling that character. You could give other situational mods as nessasary.

    Forgive me my lapse, I meant to thank you for your kind and thoughtful response to my question. Thanks!

  8. Is anyone interested in recaps of a Superworld campaign? And would this even be an appropriate place to post them?

    Superworld appears be dreadfully unpopular on this site, at least compared with various fantasy-type elves 'n' hobbits games. Am I really as odd-man-out as it seems? I confess I have very little interest in magical-type settings, though Pendragon and Call of Cthulhu are fantastic games I would play in a heartbeat could I but find a group willing to attempt those milieus.

  9. Cool!

    Sadly, I'll have to wait the end of June to order my copy.

    Paolo, if you're comfortable with the superhero rules of the BGB, I suggest you put together in a little pdf some guidelines for fast and easy creation of some common japanese superheroes ("the cybernetic martial-artist", "the power-armored samurai", "the giant hero"...), as a free bonus for people who want some more anime/tokusatsu funkiness in their BRP Mecha games. ;D

    Oh my...how I would love some kind of Ultraman-giant robots-Godzilla action! Is there a game that would do this well? Is BRP Mecha aimed at Transformers/Robotech type stuff?

    P.S. No intention to offend anime snobs who know the "real" versions of those titles.

  10. Back to the original point (if I may):

    Just tried to get more info on the new Magic World.

    If you Google "chaosium brp magic world review" you get nothing, and less than nothing. In fact most of the hits talk about it coming out, not that it is out.

    On Amazon the book only has 2 reviews.

    Basically trying to figure out why so little info for these games...why are dedicated RPG sites the only place they get mentioned if at all?. I know about BRP, I'm looking for BRP books, and even I can't find much about them...so a "civilian" is going to have zero chance to find out about them.

    I guess I'm a "semi-civilian" as I seldom go to game stores or visit RPG sites (until recent weeks). I would never have heard of about 95% of the games and products mentioned on this site. I didn't even know there was a BRP game until I saw it on the shelf one day. RPG makers in general do a terrible job marketing and placing their products. By the time I even knew Hero had a 6th edition, it was already out of print and the local game shop barely carried any of the supporting line of products and none of the main books. Same is true of most games if you aren't a cognoscenti already in the loop. Seems like a vicious circle as they need to sell more to afford better marketing, but I won't buy a product I have insuficient information on and can't look at in a store to see for myself.

  11. While I appreciate the guidelines various people have given - very useful in knowing how hard an encounter might be from a combat pov - I have to agree with rust on the general point. You can't only give PCs encounters that they can beat! Sometimes they MUST have things that scream RUN AWAY! otherwise they don't need to think and will get into 'combat autopilot mode'. Whatever sums you use surely you must from time to time, give something outrageous to the party (with suitable prompts/hints beforehand and options to get away).

    The thing is, though, that you are telling others the one, true way to play, when in fact there is none. Besides, nothing in the original question says we only want to give PCs a challenge they can defeat. That's a conclusion you and "rust" seem to have jumped to on your own. Not sure why.

  12. Yes, it would. In fact, two words: 'Monster Island'.

    For RQ6, due out in about 6 weeks. Its pure Harryhausen... We've even dedicated the book to his memory.

    Ooh...! This has me intrigued! That's my fantasy setting of choice. Is Monster Island a setting, a module...? Is it compatible with BRP or this Magic World game I was recommended for my Sinbadesque adventure cravings?

  13. Yes, these are Arthur Machen and Robert Howard dwarves, "Children of the Night," rather than Tolkien-style gem miners. Decadent, depraved Things That Were Once Men but have grown apart from humanity after long separation. Driven from the surface of prehistoric Europe by waves of invaders, they nurse an ancestral hatred of men, retaining their skill with Stone Age weaponry and dark, forgotten arts. Lock up your women and children and don't cross the moor at night (at least not alone) when the powers of evil are exalted.

    I'm so sick of Tolkien-influenced fantasy RPGs, this makes me happy! Of course, not as happy as I would be to play in a Harryhausen Sinbad world with no elves or dwarves or hobbits...

  14. The version of the BRP book I have doesn't have prices for the weapons just Cheap, Expensive etc.

    Can some one provide me with a list or a link to a list of all the weapons and their prices.

    There's no way to set a price in dollars, for instance, without knowing the era and location in which your game is set. A handgun in a modern metropolis will not cost the same as a handgun in 1860s Oklahoma or 1920s Tokyo.

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