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JonHook

Would there be interest in an updated Superworld?

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14 hours ago, seneschal said:

Anyway, I want a Superworld reboot to succeed even if the end product may not be to my personal taste.  Not everyone can appreciate Adam West and the Tick vs. the Legion of Doom.  And I think our consensus so far is that the next iteration must have a unique bankable setting rather than being just another generic supers run.  I already have Champions for that.

My hope is that, like the BGB of BRP, there are options to tune it as you like.
I might want grim/gritty... or something based on other sources besides just supers comic books (which were inspired by classic legends IIRC). Something that would let me play The Shadow, Godlike, Adam West Batman, AND wild Wuxia-type heros would be nice.

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I would be interested as I am in The Design Mechanism's product as well. But does it make sense to tie Superworld to a bronze or iron age comic setting rather than aiming it at all superhero genres equally? I ask because iron and bronze age tends to be more gritty and less cosmic (or so I have been led to believe).

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17 hours ago, rsanford said:

But does it make sense to tie Superworld to a bronze or iron age comic setting rather than aiming it at all superhero genres equally? I ask because iron and bronze age tends to be more gritty and less cosmic (or so I have been led to believe).

From a game design standpoint, the Silver Age requires a different approach from Bronze and Iron Age superhero comics (which generally have more in common with Golden Age when it comes to powers).  The cosmic-scale powers, with the weird anything-goes variants, separates the Silver Age from the other subgenres, except maybe “widescreen” comics.  The classic Marvel Superheroes Heroes RPG (FASERIP) probably had the best approach to this (FATE could work with some effort, I suppose).  In any case, that’s decidedly not in BRP’s wheelhouse.

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4 hours ago, Travern said:

From a game design standpoint, the Silver Age requires a different approach from Bronze and Iron Age superhero comics (which generally have more in common with Golden Age when it comes to powers).  The cosmic-scale powers, with the weird anything-goes variants, separates the Silver Age from the other subgenres, except maybe “widescreen” comics.  The classic Marvel Superheroes Heroes RPG (FASERIP) probably had the best approach to this (FATE could work with some effort, I suppose).  In any case, that’s decidedly not in BRP’s wheelhouse.

Yeah, I probably didn't communicate that correctly but if you want Superworld to be more sucessful then one way to do that is to limit its marketing to iron and bronze age comics. That way customers know what they are getting... A gritty superhero game...  One approach might be to do something like they did for Extreme Earth (iron age comics). Perhaps that is too limited but it would certainly allow people to play super power shows of late. See -> https://rpggeek.com/rpgsetting/28550/extreme-earth-dystopian-superhero-setting

 

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I think you could certainly do 'cosmic' heroes... I'd just try to reason them out according to BRPs mindset... grittier cosmic heroes who can't really punch planets out of orbit or such nonsense. Like what does it take to be a cosmic hero? A way to get to other worlds and a way to survive the trip.
Mythras manages to do Luther Arkwright just fine, and, IMO, he's operating on a 'cosmic' level.
I'm quite fond of Alan Moore's Warpsmiths and Qys... who have BIG powers but are not otherwise immortal or prone to punching gods (AFAIK).

Edited by Simlasa

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The original version of Star Lord was much more of a Space Ghost type character than the thieving rogue we met in Marvel's recent Guardians of the Galaxy movies.  But yeah, Space Ghost is a manageable "cosmic" hero, as is Adam Strange (basically, John Carter with more clothes).  When we get to guys like Adam Warlock or Marvel's original Captain Marvel , or any former herald of Galactus, things get dicier.  However, doing Lensmen (Green Lantern Corps before there was a Green Lantern) is certainly reasonable.

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They are all more manageable with Superworld boxed set over BRP too, as the Superworld rules handle four color comics better. For instance damage tends to be less lethal. One rule I would suggest for any super hero campaign is that character get free armor equal to the highest value of any armor they have (heat, kinetic, sonic, etc.) so that they can't be sucker punched by some vulnerability.

Otherwise what tends to happen in that any villain who shows up using some attack that the a hero does have armor against (and there are several types so it is hard to protect against everything) is insanely vulnerable and either leads to a PK being taken out way to easily, or the GM not using some powers because he can take out one or more heroes, potentially even even a TPK, if the attack is something that nobody can defend against. 

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3 hours ago, Atgxtg said:

Otherwise what tends to happen in that any villain who shows up using some attack that the a hero does have armor against (and there are several types so it is hard to protect against everything) is insanely vulnerable and either leads to a PK being taken out way to easily, or the GM not using some powers because he can take out one or more heroes, potentially even even a TPK, if the attack is something that nobody can defend against. 

But -- and I'm not trying to be a dick about this -- isn't that exactly what happens in the comics every few issues?  Generally minus the lethality, of course; the GM has to fire a warning shot across the bow to be fair.

"What?!  His thorium-coated fist punched straight through my invulnerable force field!  How can this be?!"

Cue several pages of nine-panel drama to either overcome the atomic fist, or to figure out how to eliminate the vulnerability.

My addition to any super hero campaign would be to allow augments (and maybe Passions), including augments to assist other heroes.  That's the stuff of super teams.  Also, augments as rabbit-out-of-a-hat, one-off solutions to unexpected vulnerabilities.

!i!

Edited by Ian Absentia

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I've ran a couple Superworld campaigns over the decades, and even though I've moved onto a different game system (Supers! Revised) for my super hero gaming, I'm fairly certain I'm mentally incapable of resisting the purchase of a new Superworld RPG. 

I'd prefer to see a fairly generic setting, as there are PLENTY of super hero settings that one could choose to set a campaign in either from setting supplements or other super hero RPGs.  For example, if you remember Enforcers A Super-Powered  Science Fiction Role-Playing Game from the late 80's, was set in the year 2046.  Why?  To my mind it added more work for the GM to figure out what had changed from the present day of 1987.  Or you could run with Godsend Agenda, where there are several powerful factions of mostly aliens who posed as gods back in the old days.  Or maybe you want to try the Rotted Capes setting, where a zombie apocalypse and super zombies make life tough for the remaining heroes. 

In other words, just give people a set of rules and let them worry about the setting details.  Optional rules for specific settings would be fine too.

Edited by ORtrail
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