From: dleland@dante.nmsu.edu (LELAND)
Subject: Re: superhero game suggestions
Organization: New Mexico State University, Las Cruces, NM
Date: Fri, 8 Jan 1993 08:28:22 GMT

In article <6842@npri6.npri.com> murphy@npri6.npri.com (David P. Murphy) writes:
>i am sheduled to begin GMing a superhero game (our group finally got tired
>of AD&D and wants a change :-) and would like to hear opinions about 
>HERO CHAMPIONS or any other system.

Love it. Love it. My favorite system.

>for instance, what is "Superworld"?

Sorry, don't know...

>is there any merit in the Marvel (c) system?  

I personally don't like it. It is too firmly based on having you run existing
Marvel heros, I really detest the power level system (awesome, Shift X and
so on) and the character building system isn't very flexible. I like Hero,
though it has a few loopholes, because it's the best attempt I've seen to make
an "all encompassing" rules system. It could certainly be improved, but it is
the best I know of so far.

>is there a decent combination
>of dicing and role-playing?  

In brief, I like to use dice in normal combat and when it is appropriate out
of a combat, for example in the "do you see that clue?" way. Never use the
old perception roll like this:

GM: Make a perception roll Ultrazap.
UZ: Uh, I missed it by 1.
GM: Oh well, you don't see that so I guess you don't get involved with the
game this week...
UZ: HEY.....

I think you should stop using dice in big dramatic moments and in any instance
where role playing and acting decides the matter. When you have chased the
big bad guy all across the cosmos, saved the captives, rescued the universe, 
and are now in a tense and dramatic confrontation with Ultrameanie where you
need to be dramatic, never roll dice! 

GM: Ultrameanie says, "You can't stop me! Why should I be afraid of you?
    Ha hah ha!!! (etc...)"  
HERO: (gives the most dramatic and poignant speech of his life which really
      wows everybody and is incredibly appropriate).
GM: (attempting to regain composure) Roll some dice.
HERO: (loosing a lot of the magic of the moment) er, I roll an 18.
GM: He ignores you.

>how about realism vs. fun?  

Well, allow exactly as much realism as you need to make the game universe
you have in mind work. Just be CONSISTENT that's all. It's ok to have a
game that allows lifting 100 tons, flying to the moon or running at mach 2,
as long as it's established early on you're generally going to be about
this real. 
Nothing is much worse, on the other hand, than for someone to come up with a
real way-cool character with a gripping background and a costume like nobody's
business which gets torpedoed by some lout because it isn't "realistic." We're
playing superheros and they argue about "realism?" Get real!  (-: 
Seriously, never let a quest for "realism" get in the way of fun. Fun is
rule number 1. If the players and GM aren't having fun there is NO POINT
in running the game at all. Period.

>and finally,
>why don't my local dealers know anything about superhero games?

I dunno... make that the basis for the plotline of your first game! It's
Megaglorg trying to blot out superheros by "thinking" them away.
I dunno.
WHo cares what they think? Just have fun. 

Queen of Swords

Darrell Leland
dleland@nmsu.edu