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Everything posted by Simlasa

  1. Our group played through the first Mothership adventure, Dead Planet, and that was fun/weird. It's pretty much a small sandbox... non-linear, but with a singular problem PCs will really need to sort out. The system was a bit BRP-ish... but with classes... and a skill tree. Combat was a bit bland, which, being a horror game, isn't the main focus anyway. I'm certainly interested in any further adventure/setting material for it, even if I might choose to use a different system instead.
  2. Like with used bookstores, all my old favorite stores are gone now... the weedy half-lit places where you might find stuff from previous decades buried under cobwebs and dust. Most everything now is relatively clean, up-to-date, and a bit predictable... centered on card games, collectibles, Games Workshop, and D&D/Pathfinder. Still, I do find occasional surprises.... like a copy of Dark Streets and some other C&W stuff at Little Shop of Magic https://shopofmagic.com/ . I'll ask on our Vegas RPG group and see if I can get any strong recommendations. EDIT: Based on replies I got I think your best bet is Little Shop of Magic. It's been around a while and it's fairly large.
  3. I'm not sure why I hit a mental block with it... I guess because it felt like such factions would provide much more powerful abilities than other, more mundane, guilds and gangs. I guess it's just going to take some trial and error... making mistakes... to get a feel for it.
  4. So I was watching Game of Thrones and wandering how I'd make something like The Faceless Men in Mythras... is it a cult (they worship the Many-Faced God)? A brotherhood (an assassins guild)? and how to arrange their 'powers' of disguise and stealth... which seem almost magical. But this also got me started thinking about Earthdawn again, and its 'Disciplines'... which are sort of like guilds devoted to certain professions (soldier, archer, cavalryman...) but each teaches a variety of 'Talents'... which are magical skills related to the profession (similar to the near-magical capabilities of The Faceless Men). So Archers get powers that let them shoot arrows of flame, or arrows that will point the way to a sought person. Disciplines also encompass philosophical outlooks about life and the world... so quasi-religious in nature, but no gods. Not that I want to recreate GoT or Earthdawn... but I like the idea of having certain guilds that go above and beyond the usual and offer magic-ish professional abilities (not spells really) to dedicated members. Would such powers best be portrayed using bits of folk magic? or should they be gifts... a number of them offered at each tier of guild membership? I imagine they should cost MP to use and require some level of success on the basic skill they're built off of (such as disguise or archery). This is probably a dumb question and the answer is obvious... but I've been going around with myself about how to build such a thing... a guild that's borderline mystical cult in its powers... and not make it too OP. I also figure these factions would be harder to join and progress in... or that they'd ask a further degree of commitment somehow (ala The Faceless Men asking members to forget themselves and become 'no one').
  5. Yeah, I only referred to them for their concept of humans who are turned to monsters by how their powers separate them from humanity... as a possible twist on the usual PCs as supers. Scanners would/could work in a similar fashion if the PCs (mostly?) were non-Scanners hunting down the psychic renegades. I'm not so much trying to settle on something for myself, just pondering what alternative sorts of settings might make good use of Superworld.
  6. I guess I'm thinking 'setting' as what elements are included or left out of the actual story. So having the 'xenomorphs' on stage in Alien made it horror... they're a part of the setting. But if there are no xenomorphs on stage, or mentioned in the script, then it's a different thing. Like how Outland could very well be in the same universe... but its setting (no xenomorphs) puts it in a different genre. Not that I mean to argue semantics... just explaining my line of thought. As an aside, I was just watching the first few episodes of Star Trek TOS and I noticed that both the second and third episode (as broadcast in the U.S.) featured humans who took on godlike powers (and were pretty much monsters because of it)... so there's that approach as well, having the supers be the villains the mundane PCs must confront... which sounds like it might be a variation on CoC.
  7. Well, the setting sets the genre, which is why I'm asking for settings OTHER than the standard Marvel/DC setup where heroes of vastly different power join up and work at the speed of plot. So yeah, NOT what most people assume when they hear you're running a 'supers' game... but something that Superworld would run well once we divest of those assumptions. I might have to sell it to Players using some other term... gritty urban fantasy ala World of Darkness (which I hear some folks played as a supers game).
  8. I really liked what little bit I've seen of that show... AND... that reminds me that The Big O might be another setting that might fit, being as it's a mash-up of Giant Robo and Batman.
  9. Yeah, that's the famous example. Something like Godlike/Wild Talents might fit, since those are at the grittier end of the super pool and I'm not confident of the ORE. I'm generally curious, though for my own tastes something space-opera-ish would be great... but I could see it working for a more focused espionage/intrigue setting like Scanners as well.
  10. I was reading the thread about using Superworld for 'cosmic' heroes and the sentiment seemed to be that the main issue is with BRP's inherent lethality... and how that lethality doesn't emulate the comics. Now, it seems like a common gripe with superhero RPGs in general is that they only ever kindasorta manage to emulate the comics anyway. Which makes sense, since comics are written and plotted out to make a good story. Characters only live or die to suit the needs of the story. Later in that thread, someone suggested that cosmic supers are just high-powered space opera and that E.E. 'Doc' Smith's Lensman setting as being a good (better) fit for Superworld, since those stories featured super psychic characters and a lot of lethality. Sounds good to me... So I'm wondering, what other superheroic/superhero-ish settings might better fit the particular flavor that Superworld brings to the table? I know it works well for early pulp heroes such as The Shadow and The Spider... and it works with the conceits of City of Heroes, but I'm guessing there are more out there that I'm not thinking of. Any thoughts?
  11. Did you? This seems like the DG area of the forum... I'm only just getting going with Delta Green... though I've had the original books for years, I always used them as background, rather than having PCs as DG agents. I picked up the new ones a couple months back and I really want to try running a straight up DG game but I feel I'm a bit weak on modern intrigue and spycraft... so I've been immersing myself in whatever real world stuff seems pertinent.
  12. Looking through the recent D&D 5e Cthulhu book got me thinking something similar. Not that I'm in to 5e, but I quite like the idea of playing cats, ghouls, Zoogs, and... other dreamland races. Meshing it with some of the darker fairyland aspects of Magic World's example setting (the Southern Reaches) wouldn't be hard either. I'd leave the Big Uns offstage and probably re-cast/rename them somewhat.
  13. I don't get what that's got to do with Elric/Young Kingdoms though? As far as I've seen there's no superhero RPG that perfectly emulates comics... primarily for the reasons Atgxtg mentioned... comics (and TV and movies...) are a pre-written medium, where the hero has the powers it needs when it needs them... and conveniently forgets those powers when they don't serve the story. Not that I doubt there's a way to make the three arrow stunt work in Superworld... but I generally don't want that sort of thing in my gritty sword & sorcery game.
  14. Yep, must-have for sure. I'm trying to think of ways to combine it with Mr. Snead's old Eldritch Skies setting... though that one is much farther future.
  15. I'm not usually inclined to watch live play vids but I know other people like them, so I'm glad someone is putting up stuff for Mythras.
  16. Yay! I look forward to seeing what you come up with.
  17. Now that it is out, commercially available, and getting further support, could Delta Green be moved out of 'Upcoming Games'? Given its own forum under "D100 Family'?
  18. I like the idea of focusing on a theme of MW... supporting a particular flavor. Like pushing the 'Talking Animals' content of MW... or the Fae aspects of the Southern Reaches... or variations of demons, demon relics, summoning and DCC-ish 'Patrons'. It's aimed at MW fans, but with a bit of luck it might be bait to lure in some new interest.
  19. I like the idea of a Magic World zine. When I first took interest in the OSR the zines for some of the games were a big attraction. I'd be happy to do some drawings for it... and dredge up ideas from my files.
  20. Simlasa

    Delta Green!

    Then maybe Delta Green should be moved out of the 'Upcoming Games' section of the forums?
  21. Usually I don't pay any attention to metaphysical matters of alignment... favoring loyalty to relatively worldly factions, guild, cults and such. If I were to go more Warhammerish I'd pull in the Law (light), Balance, and Chaos (Shadow) idea. Our D&D games at school have been set in Aarklash (Rackham's world for Confrontation/Cadwallon) and it divides factions into Light/Destiny/Shadow... elemental properties with 'bad' people on all sides (though Shadow seems mostly bad).
  22. I did run a short adventure that had a lot of Fae elements and talking animals were part of that... and I figured their magic was more innate/natural to them, so not requiring all the hokum that humans need to pull it off. A kid in one of the classes at school has been trading books with me, having me read 'The Familiars' series. It's all about animals with magical powers and has been giving me lots of ideas... but even its critter characters use somatic/verbal/material components.
  23. It depends on the mood/setting. Generally, I like the traditional (to fantasy RPGs) elements of verbal, somatic and material... because I think they all lead to fun complications. Like being out of some material component and needing to hunt down a replacement. Also, having to say something and wave your hands about a bit justifies using some of the real-world methods of binding a 'witch' so they couldn't put a curse on their captors. Despite that, I have it that verbal components only need to be whispered, since the only person needing to hear the spell is yourself (to my way of thinking about fantasy metaphysics). Thought I'm not too tight-assed about it all and give lots of wiggle room for clever Players to overcome certain difficulties.
  24. Maybe better to rebuild it as a clone, using Gore or Legend or somesuch?
  25. I wonder if, somewhere out there, there is a guy who bought that one RPG, loved it, and continues to run it till this day... never having bought any other RPGs? Most hobbyists I know buy well beyond what they 'need'...videogamers with huge unplayed libraries on Steam, model kit builders with basements full of unbuilt kits. When my mother died we filled a truck with all her beading supplies. I don't know any roleplayers that reach anywhere near the levels of hoarding I've seen from some scrap book fanatics.
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