apn
5th Level Troll
Posts: 578
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Post by apn on Oct 23, 2010 17:16:57 GMT -5
How about a trollbridge combined effort Supers game, using T&T as an inspiration, rather than outright copy? I gather the T&T based supers game that came out wasn't much cop, and that nothing else will be written in the foreseeable future by Ken in that genre (as far as I know. Also, I think T&T 8th is his next 'big thing' but to be honest I'm kind of burnt out on 7th and 7.5 being so close when 5.5 really fits the bill, so not exactly buzzing about that).
Using the bare bones mechanics of T&T, or a changed mechanic to distance itself a little (e.g. I cooked up a lashup one from various games, T&T included. 3D6, triples add and roll over. Bonus die allow you to choose which three dice to use from all the dice you roll. Penalty die means you must pick bottom three) but keep the spirit and complexity down to T&T levels... Something fun, fast, easy to learn and play, and doesn't take itself too seriously, just like comics of yesteryear. These days comic books (and many games) are so grim and gritty you're not quite sure which genre they fit in.
If not supers, how about sci fi? Point is, there was enthusiasm about the SRD but it fizzled when most people realised it would give us the status of 'doing a "that guy"' to a certain extent, even if it's a not for profit game. It might still hurt T&T sales (even if they are low-zero) and no one wants that.
What we all do want, as far as I can tell, is to keep T&T alive. This board is as or more active than the official one, and I think there are enough creative brains here to make something happen. We just need a goal, motivation and a few good trolls. I'd love something like this to run a play by post game, and home made art from non professionals would only add to the charm in my opinion. The emphasis for me would be a system that is very fast for play by post, as I don't play face to face any more. That means combat that doesn't bog down and a method of auto piloting absent players based on their stats in some way. As far as I know no system has targeted Play by post as its core format, so maybe its a market that needs exploring.
Thoughts?
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Post by ProfGremlin on Oct 24, 2010 13:22:10 GMT -5
I have two (probably my quota for the week but... ::shrugs: First, rather than worry about creating a new rules set why not simply create a new setting? Something similar to what Hogscape accomplished with his Dark Isles setting. As a way to lean on the T&T rules set, pick an edition and then simply list headings such as: This way you could create a 'new game' using the existing rules and setting specific modifications. The recipients would still need an edition of the rules to play it so you wouldn't be stepping on toes that way, in fact, you'd probably be spurring on sales if anything. For a Supers game you could even incorporate MSPE into it. The second thought may or may not pan out. I haven't looked them over but what about the T&T Alternate Rules now available at Trollhalla? If they could be useful you have another resource to work with and still have a T&T based game but perhaps with a different enough feel that it could have it's own appeal. I honestly think the settings option is the way to go. Other than Hogscape's Dark Isles I'm not familiar with any product, official or fan-based, that uses T&T rules to present a different setting (they could exist I'm just not aware of them). Sure MSPE is based on the same framework but it's a complete rule set unto itself. As a fan based creation I think we could honor Ken's creation and respect existing copyrights by going this route.
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Post by Darknight on Oct 24, 2010 15:33:53 GMT -5
I agree with the Gremlin with Tenure; a setting is the way to go. You could move away from "Kindred" and more into "Archetypes" - so you have "The Bruiser" (st and con x2, IQ 1/2), "The scientist" (IQ x 2, Con 1/2), "The Diplomat" etc. etc.
Everyone would be human, but have radically different attributes.
You could then have three Types - "Warrior" (no super powers, but gets bonuses to combat), "Wizard" (heavy super-power usage, but limited combat skills) and "Half-and-Half" (some super powers, some skills).
Represent super powers with spells? Some could be judiciously chosen from the lists, but you would only need a list of a few - supers rarely learn new powers.
I am kind of just making it up here. But a setting is a better idea than a change in the rules. MSPE might have good rules for "pulp" or "modern" settings, too.
I would argue that T&T itself does not present a setting - there a very vague "low fantasy" to it, but nothing specific. I haven't studied 7th ed in detail, but that was certainly my experience in 5th.
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kwll
3rd Level Troll
Posts: 248
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Post by kwll on Oct 25, 2010 6:09:46 GMT -5
Well, just for the sake of contradiction, I will go the APN way on this one I think this is a brilliant idea, as T&T looks very much like a supers game from the outside (attributes ranging from 10 to 200 or more anyone??). Also, it is true that probably no game with a wide audience has ever been created specifically for PbP -- even though I heard the game Smallville has one chapter dedicated to it, or acknowledges it somehow (never read it). I am very admirative of what was done with BASH: the game was declined from supers to fantasy and sci-fi, and received good praises each time. If one guy could do that, why not us? (Ok, that's debatable... )
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Post by ProfGremlin on Oct 25, 2010 8:49:59 GMT -5
I agree with the Gremlin with Tenure; ::chuckle:: You could move away from "Kindred" and more into "Archetypes" - so you have "The Bruiser" (st and con x2, IQ 1/2), "The scientist" (IQ x 2, Con 1/2), "The Diplomat" etc. etc. To my mind, I would say that with 30+ Kindred you wouldn't even have to list the modifiers themselves. Just use what's already present - "The Bruiser" - use Dwarf Kin modifiers; "The Scientist" - use Elf Kin modifiers; "The Diplomat" - use Leprechaun Kin modifiers (Note- not suitable for aggressive negotiations.); etc. You could then have three Types - "Warrior" (no super powers, but gets bonuses to combat), "Wizard" (heavy super-power usage, but limited combat skills) and "Half-and-Half" (some super powers, some skills). I'm not sure I'd want to separate out skills vs. powers in that manner. I'd look at it more from a perspective that they all have powers. The Type would simply narrow down what kind of powers - Warrior: Physical; Wizard: Mental; Rogue: Wildcard. The wildcard type powers would be those that don't fit into the previous two. Represent super powers with spells? That's along the lines that I was thinking. Many of the spells could simply be renamed, i.e. TTYF could become Psionic Blast. You may have to play with the stats of the spell some, I'm not sure there would be any power ups. You either use the ability or not. I would argue that T&T itself does not present a setting... True, I was simply thinking of Ken's Dragon Continent.
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Post by Toad-Killer-Dog on Oct 25, 2010 10:13:28 GMT -5
I would introduce "Stunning" & "Lethal" combat.
By giving the characters the option ( and making many superpower "Spells" ), "Stunning" you'd keep it from degenerating into a bloodbath.
I've worked on my own super-world for years ( system independent ), so yeah I'd love to see a T&T super-hero game.
Hmm, another idea ( I can go into more detail later if desired ) The basic super-hero "Types"
The Tank ( strong & tough a front line fighter ) The Blaster ( a character who's main power is ranged attacks ) Super-Normal ( a character restricted to near-human abilities who uses skill & equipment to fight evil ) Infantry ( a character who's main ability is mastery or close combat ) The Ghost or Ninja ( a character based on stealth or sneakiness ) The Wizard or PSI ( a character with multiple exotic powers ) The Super Scientist or Gadgeteer ( a variation on the The Wizard or PSI, this character uses & creates super technology ) The Speedster ( Wether running, flying or other this characters main ability is movement related ) The Shape-Shifter ( Wether they grow, shrink, shift their mass or elemental make up or change into animal forms this supers main ability is shape-shifting )
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Post by ProfGremlin on Oct 25, 2010 10:45:02 GMT -5
Oh, and we'd have to rename MR - Mook Rating
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kwll
3rd Level Troll
Posts: 248
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Post by kwll on Oct 25, 2010 11:08:13 GMT -5
I would introduce "Stunning" & "Lethal" combat. By giving the characters the option ( and making many superpower "Spells" ), "Stunning" you'd keep it from degenerating into a bloodbath. Well, for a supers game I would do away with CON as a simple hit point pool -- or at least complement it. That's how some modern supers games do: instead (or in addition) of simply counting lost points for successful attacks, they include some kind of resistance roll (possibly CON based) and a scale of physical condition levels (stunned, wounded, KO, shaken, etc.). Wait, we are already discussing design decisions here!
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apn
5th Level Troll
Posts: 578
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Post by apn on Oct 25, 2010 16:03:45 GMT -5
All good ideas, as usual I personally love the idea of a MR for bad guys. Thugs with low MR, supervillains with higher and super powers they can use (be it as spells, or need an SR to activate it) to make combat quick and easy, which is the bane of play by post, and why I think the T&T system is better than D&D and others (because someone usually always scores damage, even if its only spite and a few points). The Super types have been done in a few games, like Mutants and Masterminds, and were d**n useful to my mind. That particular game has a crunch level in character creation that has me rereading the rulebook every time. Once in actual play things are fine, but Character Creation is a slow painful process for me in that. I would think something to determine a starting level for the character, as supers characters start powerful and don't worry too much about levelling (unless you're playing City of Heroes, which unfortunately is a total treadmill to my mind). If you were playing a group game, the level should be rolled once and all characters within a level either side so no one is outclassed. (e.g. roll level 6 on 2d6 and everyone falls within 5-7th level). Maybe some means to equalise, so that unpowered characters gets stackloads of skills to make up for being less powerful. Stat multipliers based on archetype, the higher the stat and power levels the less you get to spend on equipment and skills. Superman is kind of bare on the skills front aside from Journalism in the comics. Nowhere near the super computer brain he used to be, and not rich either. Batman has nothing in the way of powers but skills coming out of his ears and he sleeps on a bed made of money every day (because at night he's beating bad guys to a pulp with his fists). I think there would need to be quite a bit of changing to adapt fantasy T&T to supers, but keeping the basics - stats, combat, saving rolls should only need a tweak rather than rewrite. It'll be the weekend before I get time to sit down and look at this seriously but I'll take a 5.0 rulebook to work and see if I can make a few notes for people to chew over, pull a face and spit out (or maybe swallow if it's ok). The goals (for me) would be fast to knock out a character, combat that doesn't bog down and maybe some kind of adventure generator as seen back in Superhero 2044 (which was otherwise unplayable as far as I could tell. Most of it was barely legible in any case). Another thing - I like the idea of amateur art. There are so many glossy 'look at me!' supers games we could never compete with them, but I think it would be part of the appeal to have different styles submitted. That's a lonnnnnnnnng way down the road and may not happen, but I'd love to see a poll system where people could vote which picture to use.
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apn
5th Level Troll
Posts: 578
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Post by apn on Oct 26, 2010 0:07:20 GMT -5
And whilst I'm thinking about stuff...
Mega high stats are one way to go - they give huge combat adds etc. How about super strength as a power rather than a high stat? Each level of super strength adds 2 combat dice, reduces strength SRs by 1 or 2 levels? Your strength stat would remain as a measure of how well you use your strength, whereas super strength (as a power) would add dice in combat, help you lift stuff and do all the other strongman stuff by making your SRs much easier (so clapping hands together to make shock wave, SR on strength etc). For instance, the Thing might have a higher strength score than the Hulk. His adds would be higher cause he's a great fighter. He has a lower level of super strength (by 1 or 2 points) so the Hulk will potentially outroll him because whilst he's a brute with awesome strength, he has had no training in combat to use it. It would be weird seeing Hulk with like, 10 strength, and the Thing with 16 or so, but the stat would be a measure of how well they use it in combat, and the real bonuses come from Super Strength as a power (Hulk, 10, Thing 8)
Hyper accuracy could be another - reduce difficulties for ranged attack. I can see Hawkeye having a high score in this, and the Silver Surfer doesn't often miss (or do anything wrong, actually...) even if Hawkeye only has a decent (rather than amazing) Dexterity.
I think my point is, you don't *need* stats in the 50s or 100s to simulate supers. I'm sure others can think of a better way of doing it than what I've just cobbled up, but I'll try to scribble more bits down and put em out there to keep the idea alive, even if it's just to get more ideas from you guys and have a crack at writing it myself, or just a few of us writing a section each and putting it out for others to edit/critique/add to.
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kwll
3rd Level Troll
Posts: 248
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Post by kwll on Oct 26, 2010 1:05:34 GMT -5
High scores vs powers is an interesting discussion in itself, but I think it is linked to another, more basic one: all (good) supers games define a scale of power. The precursor of this might be Marvel Super Heroes (I might be wrong, people will correct me). For me, it is one of the biggest hurdles in the way of a T&T supers game, given the nature of the game. Even if you remove leveling, or attributes increase, an overall attribute scale should be defined upfront. It will help compare Spider-Man to Galactus, and Batman to Darkseid...
Now I agree there are many different ways this could be achieved!
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kwll
3rd Level Troll
Posts: 248
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Post by kwll on Nov 8, 2010 6:11:13 GMT -5
Is this happening? Or did my last post suck all the enthusiasm down?
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Post by ProfGremlin on Nov 8, 2010 8:50:17 GMT -5
Honestly, I have no idea. I get the feeling that there's more interest in writing a whole new set of rules than for creating a new setting based on the existing rules. I'll support the latter but not the former. We have enough official rules sets as it is. I would like to see new settings based on an existing edition thereby pushing the game in a new direction while simultaneously supporting the existing game/copyright.
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Post by zanshin on Nov 8, 2010 8:52:01 GMT -5
You might find a look at my thread on Points based character generation for some ideas on how to handle powers helpful. Or you might not
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apn
5th Level Troll
Posts: 578
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Post by apn on Nov 8, 2010 12:41:38 GMT -5
I dabbled with my own project, turning the old Marvel Universe diceless game into a dice game (because I like doing pointless things) but have been working totally crap shifts at work, 12 hours and getting harassed at home by wife, kids, dog etc so haven't done anything with this other than toy with a few ideas. I reckon a rewrite using some of the core rules (combat adds and a variation on the combat system) along with a few other bits, is needed to get it to work as you'd be rolling hundreds of dice to have it compatible with T&T (Can you imagine the sort of attack dice Silver Surfer would roll, for instance???).
I never saw the powers! (or whatever it was called) supers game Ken wrote (was it Ken? Anyway, by all accounts it was a bit crap) but it would be interesting to see how that did things.
But yeah, interested, just... need... time... off... work... nnngh.
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