Togashi Kenshin:
In reply to GreyGriffin (msg # 14):
So true. The original RPG was written by mid 90s White Wolf so the fluff is pretty dark. Slavery, mind control, drug cartels, murder for hire and making Cammy wear a small silly tie are just some of the horrible crimes Shadoloo gets up to. Organized crime pretty much rules the street. They even had suicide mooks that would burn up into a charred skeleton if you defeated them. Not exactly the kind of material that makes up a General Rating game.
There will be elements of this. The enemy is a criminal cartel run by a psychic lunatic but he will also be a more over the top lunatic rather than a "Holy ****!" lunatic.
Togashi Kenshin:
Which is why another common interpretation is a lot less serious with a plenty of Ham and Cheese. Honestly I find it more fun than the world presented in the original Street Fighter RPG. Its entirely possible that a game is set in the 80s rather than the default broad strokes 90s setting (ie the Cold War is still in full swing, the USSR has yet to fall apart) with a Rise of Shadoloo chronicle. The Hydra has yet to grow to full strength, all the World Warriors from canon are still young rookies and our characters are blissful ignorant of the machinations in the shadows for a certain dictator to come to power.
This is more or less what I had in mind with the caveat that the Street Fighter 2 characters will be World Warriors. What characters I choose to add from later games (whether because I like them or popular appeal from the players) will be less than World Warriors. The exception will be the criminal organizations that showed up after Shadoloo and their bosses (ie Illuminati, Sin, Gill, Seth, etc) as they will not be showing up. I like Shadoloo and Akuma best as far as major villains go.
Now an idea I am thinking seriously about using that I want to run by all of you first. First off a statement.
If the majority does not want to use this system we will not use this system. Secondly this is mostly a system to reduce system load on my end so that I can focus on the game a bit more. Third - it will be much better laid out and I promise quite simple. I have absolutely no desire to complicate things. I do have a desire to make the game as easy and light to run as possible while I recover.
Do away (for the most part*) with the XP system and go with a more organic system. Basically you get better at better at what you do. When you successfully use a skill or Technique in a scene (but only once per scene) it gets a check. When it has a number of checks equal to the new level it goes up. Attributes and backgrounds will follow a version of this as well. This automates the growth process (taking a lot of work off of me and making character growth a matter of in game actions) and encourages a wider diversity of action from the players.
*I have not come up with a solid idea of using the same growth system for Special Manuevers but I have an easy system in mind for dealing with that.