RolePlay onLine RPoL Logo

, welcome to Community Chat

13:50, 1st May 2024 (GMT+0)

What system for a Super hero game?

Posted by Dyllie
Dyllie
member, 32 posts
Tue 1 Mar 2016
at 02:56
  • msg #1

What system for a Super hero game?

I have wanted to find a super hero game to play on rpol for a while. So I figured I would ask what systems work well for the play by post games? I want to have a game that is more street level super heroes. Think like netflix is doing with Daredevil/Jessica Jones.
This message was last updated by a moderator, as it was the wrong forum, at 03:27, Tue 01 Mar 2016.
Loremaster
member, 41 posts
Trust me.
I know what I'm doing.
Tue 1 Mar 2016
at 03:18
  • msg #2

What system for a Super hero game?

My favorite superhero system is definitely Mutants & Masterminds. It's d20 and originally based on DnD, but both games have gone through a few new editions since then and they don't resemble each other as much any more.

It's not class-based but uses point-buy character creation. It's not hard once you get the hang of it, but I'd definitely say there's more complexity in character creation than during play.

As for how well it'll work to emulate the series you mentioned... I can't say, as I'm not familiar with them. Sorry! But it is pretty versatile.
There's also the official DC comics game DC Adventures, which is actually the same system. The two games' rulebooks, the Hero's Handbooks, are almost identical except for the art and character names used in the example text, although the DC version does include some setting information and stats for some of the major NPCs (Superman, Wonder Woman, Lex Luthor, etc.).

There is an online SRD site available for the 3rd edition rules here.
GamerHandle
member, 892 posts
Umm.. yep.
So, there's this door...
Tue 1 Mar 2016
at 03:25
  • msg #3

What system for a Super hero game?

TRIUMPHANT! is somewhat need if you want something that is about 20% less crunchy than a D20-system game, but, still want just enough crunch that you aren't hand-waving the whole thing.

(I think that's actually the verbiage used for the game system itself *chuckle*.)
badpenny
member, 221 posts
eats shoots and leaves
Tue 1 Mar 2016
at 11:29
  • msg #4

What system for a Super hero game?

I'd go with ICONS.  You can get the original rules for free (pay what you want) on RPGNOW.  It is in a second generation, but there's not all that much difference.

It has simple mechanics, narrative influences from FATE, and it's good for both four-color or gritty street adventures.
swordchucks
member, 1123 posts
Tue 1 Mar 2016
at 14:27
  • msg #5

What system for a Super hero game?

Really, it depends on what you want out of the game itself.  Heavily story-based games work well for superheroes if power levels are pretty flat (like Apocalypse World hacks or the Cortex system they used for Smallville).  If you want a more "crunchy" system that models superheroes, you have a wide array of increasingly complex options, culminating in HERO and GURPS, with may other steps along the way.

So... I'd say it depends on what you really want.  Do you want it to be more about "power x at level y means z" or "player x and player y have this relationship and do z"?
badpenny
member, 222 posts
eats shoots and leaves
Tue 1 Mar 2016
at 14:58
  • msg #6

What system for a Super hero game?

And specifically re: playing in a PbP format, I'd recommend adopting rules that speed up play, like dropping the normal initiative rules which are all built around the notion of F2F gaming and doesn't take into consideration posting availability.  Having to wait for each player for a whole day just to make a single roll is toxic to the game (IMO).
drewalt
member, 20 posts
Tue 1 Mar 2016
at 21:57
  • msg #7

What system for a Super hero game?

2nd Edition Savage Worlds Supers companion is another suggestion.  At the 20 PP level it would be about on par with the series mentioned.
swordchucks
member, 1124 posts
Wed 2 Mar 2016
at 15:17
  • msg #8

Re: What system for a Super hero game?

badpenny:
dropping the normal initiative rules

There are a lot of reasons both for and against this, but it really comes down to your game, your players, and yourself.  Be sure you understand all of the implications that would occur from doing this before you do it.  This is doubly true for superhero games where you have speedsters and the like.  If the "fastest man alive" is always going last because of his post schedule... that's a bit of an issue.
Adammar
member, 22 posts
Wed 2 Mar 2016
at 16:08
  • msg #9

Re: What system for a Super hero game?

Yep, Look at the conflict resolution systems. Many of the popular Tabletop games do not translate to PbP that well. If a single round of combat takes multiple player inputs it is going to slow things down tremendously. Games that play quickly at the table seem to be slow as the dickens with something as simple as a defense roll. You would have to decide the speed of your game and how much you are willing to modify or take on yourself to move things along.
badpenny
member, 223 posts
eats shoots and leaves
Wed 2 Mar 2016
at 18:06
  • msg #10

Re: What system for a Super hero game?

I say post the villain stats and have the players make the rolls.  In ICONS you have an attack and a defense roll.  Why wait on the GM to make the roll and then post the outcome.  The player has access to the bad guy's stats and can resolve the whole thing.

Not only is this fast for the player, but it sets up the next player to go.

I can't do anything about what time zone a player is in or their availability throughout the day, but I can streamline things so whoever is available to go can.  Players eventually can see/figure out what the various target numbers/stats/etc. so let's just get on with it.
Mad Mick
member, 857 posts
Ain't sayin nothin
Got nothin to say
Thu 3 Mar 2016
at 04:31
  • msg #11

Re: What system for a Super hero game?

In games that I've played in, I've found that setting a deadline of 24 hours per combat posting round keeps things humming along.  Players declare actions and defenses, possibly making some rolls, and the GM resolves everything.  Doing multiple rounds at once helps, too.  In GURPS, we often do two rounds at once.  In SW d6, maybe 3 rounds at a time.

In one game I'm playing in currently, we resolved two rounds of GURPS combat in about 4 hours or so this morning with one post from each player and then one from the GM, narrating the results of the turn (and oh strawberry shortcake, was it a turn).  We've fought many battles over the years using this system, and we average two rounds a day.

Other PvP games have been successful where players made all the rolls themselves and the GM acted as a referee.  I prefer the neutrality of a GM, but you can also get in some quick combat that way.

My own games have been less than successful at moving things along.  You really need a task-master GM and dedicated players to mow through combat, but some GMs excel at fast (by play-by-post standards), exciting combat.
willvr
member, 869 posts
Thu 3 Mar 2016
at 04:36
  • msg #12

Re: What system for a Super hero game?

The above post sums it up pretty well; but I would add the caveat of 'except on weekends' for the 24 hour deadlines.
Dyllie
member, 34 posts
Fri 4 Mar 2016
at 04:38
  • msg #13

Re: What system for a Super hero game?

Thanks for the help guys. I will take a look at a couple of these systems, and will let you all know which one I go with.
Kenshi Morugu
member, 3 posts
Fri 15 Apr 2016
at 13:14
  • msg #14

Re: What system for a Super hero game?

I'm partial to the old FASERIP system from Marvel Comics.
It had some strengths, like the way it attempted to balance badapple normals with cosmic-level powers in the same adventure, the Karma mechanic keeping players in character, and the Feat mechanic that let you attempt any BS ability the writers had the character pull out of their apple in the comics.
This message was last edited by a moderator, as it was against the forum rules, at 15:02, Fri 15 Apr 2016.
Sign In