Tuesday, August 13, 2019

Super Hero RPGs




I've had an idea for a Super Hero campaign and I've been looking over some of the Super Hero RPGs I own, trying to see if one works better than the others.

So far, I've looked at the following games:

Champions Now Playtest
Champions 4E (5E is good too, but I'll pas on 6E)
Champions the New Millenium (Fuzion)
Marvel FASERIP
Rotted Capes
Icons: Assembled Edition
Prowlers and Paragons
AMP Year 1
Cypher System
Brave New World
Super World
Supers! Revised
Triumphant
3d6 Supers
Modern AGE
Angel RPG/Beyond Human Playtest (Cinematic Unisystem)
Villains and Vigilantes/Mighty Protectors
Vigilante City

I'm looking for Lower Level heroes, powers at about the same level as the original X-Men.

I really like AMP Year 1 and Rotted Capes, but I'm not yet at a point where I can decide.

My intention is to make the same character for each system and post it on here with how character generation went.

At the same time, I'm going to take some time and really work out the story I want to tell and maybe that will help bring things into focus.

6 comments:

Scott Anderson said...

I like Champions 4/5 as the system to describe the hero or villain in my head. At the table it’s just too chunky for me.

I like the crazy randomness available in Marvel. It feels right too, like the old style Marvel comics from the 60s into the early 90s.

At the table, Mayfair’s DC Heroes 3 plays the best.

Pierre said...

https://www.mmoah.fr/kamas-dofus is now selling kamas at a discount. If you want to become a master in the game, then go buy kama now and help you!

Dominic Richard said...

I can't help but notice you didn't look at Mutant and Masterminds.

That Super RPG has everything you need to start at the proper power level for the story you want.

I concide that it has a lot of crunch when creating your powers tho

Matt said...

I ran some Icons: Assembled. It's a really cool system, but your players need to be 100% behind the game to make it work. It's framework is very dependent on all players wanting to tell a story, as opposed to a D&D like system where the world functions whether the characters care or not.

Cross Planes said...

@Scott, I look at Hero as its own language, which I'm sure I could remember, but I don't know that I want to deal with these days. When I was 19, I had plenty of time to do that.

@Dominic, I've come to realize that I don't want to run a game that doesn't use hit points. So that means M&M and Savage Worlds are out.

@Matt, That's good to know. Thanks for the advice.

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