Re: SuperHeroQuest

From: Gavain Sweetman <gavain.sweetman_at_...>
Date: Fri, 27 Nov 2009 15:03:35 +0000 (GMT)


The way I see most superheros, at least those in comic books is that their powers come as a package and remains fixed. It is the other stuff that seems to mature and improve not the super powers. So I would represent the differences as masteries so spiderman may have Strong 10W2 whilst Hulk has 10W4. Meaning that in a pure strength battle Hulk will pound spiderman, though he has a wider range of skills.

I could see setting up a game with your own superheroes where you get a package of super powers. Start them all at 13 and then give them masteries to add to the powers, say 5-10. The only proviso being that each super power should have at least one mastery. Maybe extra masteries can be bought by having a flaw, like superman's Kryptonite, that reduce their powers to more normal levels

Gavain



From: L C <lightcastle_at_...>
To: HeroQuest-RPG_at_yahoogroups.com
Sent: Friday, 27 November, 2009 1:36:56
Subject: [HeroQuest-RPG] SuperHeroQuest   

So I've been thinking about a Super Hero game in HQ.

While I get using the ability ranks as story effectiveness and using character description as credibility tests, it remains something that trips people up.

In some ways, I wonder if the new focus has removed some of the benefit of the infinite scale HQ has.

Take, for instance, the Justice League of America or The Avengers. Superheroes of wildly differing power levels. The range of superstrength alone in both groups tends to be pretty huge. The issue is when people have their super strength as an important part of their characters, but are in completely separate scales of said strength. I'm not sure how to handle that in a game. I suppose I could just acknowledge the difference in say Spiderman and Thor's strength as credibility tests when necessary.

Thoughts on how to handle that?

LC  

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