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nexus
Apr 2nd, '05, 01:18 PM
Do you prefer a unified origin for super human powers (Psionics, Actual magic, the Wild Card Virus, etc) or variable origins being available?

WhammeWhamme
Apr 2nd, '05, 01:27 PM
Do you prefer a unified origin for super human powers (Psionics, Actual magic, the Wild Card Virus, etc) or variable origins being available?

No.

nexus
Apr 2nd, '05, 01:29 PM
No.

What?

lucky
Apr 2nd, '05, 01:29 PM
Generally I prefer a unified origin: it keeps rubber science to a minimum. The one exception would be "tech" characters like Power Armour/Cyborg types, who can be slotted in to any universe.

WhammeWhamme
Apr 2nd, '05, 01:32 PM
What?

I don't prefer either. They both have their strengths, their weaknesses, and their stories to tell.

Hermit
Apr 2nd, '05, 01:34 PM
Do you prefer a unified origin for super human powers (Psionics, Actual magic, the Wild Card Virus, etc) or variable origins being available?
I'm all for mystic masters teaming up with powered armored heroes while the innate or radiation accident superheroes chip in.

OddHat
Apr 2nd, '05, 01:42 PM
Mostly unified, with special cases to keep things interesting.

Supreme Serpent
Apr 2nd, '05, 01:43 PM
Generally the wildly mixed origins. We've done unified, even linked origins in the past, but they rarely stay that way.

TheEmerged
Apr 2nd, '05, 02:00 PM
Generally I run a "unified" origin, although usually the point of origin is so far back that you can still have a mage, psionic, battlearmor, and mutant on the same team :D

For example, in "NeoChampions" (my current campaign) the "truth" (unknown by the players) is that all of the above are possible because of 'leakage' from the Dreamspace -- and it's also the "dark matter/energy" that's allowing gravity to work. This is somewhat unsatisfactory for some high-tech fans, but it allows me to "check" the campaign-world effect of super-tech by saying the resulting equipment only works when used/maintained by an appropriate nova...

Haerandir
Apr 2nd, '05, 03:09 PM
I generally prefer unified origins, though said origins are not always readily apparent from inside the gameworld. A GM I once gamed with ran a universe in which the scientists referred to the origin of superpowers as "BOC Forces", where "BOC" meant "Beyond Our Comprehension." I always got a kick out of that. I'm pretty sure that those "BOC" forces were "Magic", since it was a pretty magic-heavy universe.

I tend to borrow my explanation from Feng Shui. In that universe, the primary sources of 'power' are Chi and Magic, both of which are actually the same type of energy, just at different frequencies. I just extend that explanation to Psionics and Cosmic Energy and everything else. Super-tech is actually the spanner in the works for me... ;) Generally I have to explain it away as "technology that uses magic/chi/psi to achieve its effects, the inventor just doesn't realize it."

Red Knight
Apr 2nd, '05, 03:17 PM
I tend to go with whatever the players feel they want. mutation can only explain so much... and hi-tech can only cover a few characters. I'm all for a mix. Adds spice to the game

Wanderer
Apr 2nd, '05, 05:44 PM
I'm quite in favour of a unified origin, generally something like psi, chi, magic, cosmic energy, unconscious reality/quantum manipulation (hello Aberrant), genetic mutation, which can explain a very broad range of pseudo-origin types just by being disguised cases of the true origin (so for pseudo-scientific origins, superhuman martial artists and traditional occultists are just mutants/psi/novas in denial). It makes the setting believable, and keeps the sheer campiness at bay of physical laws having to stretch till they break to host working "true" magic, chi, psi, Kirby science and unexplained "radiation accidents". Really physics-defying super-science is generally powered by the origin, but genuine Hard SF advanced tech may exist.

Moreover, a unified origin makes general "superhuman detectors" and "power nullifiers" justifiable.

WhammeWhamme
Apr 2nd, '05, 06:07 PM
I'm quite in favour of a unified origin, generally something like psi, chi, magic, cosmic energy, unconscious reality/quantum manipulation (hello Aberrant), genetic mutation, which can explain a very broad range of pseudo-origin types just by being disguised cases of the true origin (so for pseudo-scientific origins, superhuman martial artists and traditional occultists are just mutants/psi/novas in denial). It makes the setting believable, and keeps the sheer campiness at bay of physical laws having to stretch till they break to host working "true" magic, chi, psi, Kirby science and unexplained "radiation accidents". Really physics-defying super-science is generally powered by the origin, but genuine Hard SF advanced tech may exist.

Moreover, a unified origin makes general "superhuman detectors" and "power nullifiers" justifiable.


General superpower detectors/nullifiers are not always desired.

Haerandir
Apr 3rd, '05, 09:36 AM
RDU Neil had this to say on another thread, about another topic entirely, but I thought it was relevant:


Basically, I need a campaign of any kind to somehow address the issue "Why isn't the world vastly unrecognizable from the real world?" It doesn't have to be a perfect answer... but it should try for some internal consistency and verisimilitude.

That sums up my primary reason for preferring 'common power source' universes. With a single meta-explanation for the existence of super-powers, it cuts down the number of variables I have to account for in my suspension of disbelief. I know some people don't need that much help ("Dude! That man in blue long-johns is flying! Nothing needs to make sense!'), but I really just don't feel comfortable in a completely free-form environment. It fills me with too much existential angst. :angst:

nexus
Apr 3rd, '05, 10:32 AM
I can honestly say, I like them both. A single origin lends more of a science fiction feel to the setting (In a sense) but can limit options, multiple sources give more freedom but can seem silly and arbitrary if overdone. Done well, either form can make a for an interesting campagin setting. There's also another opton that I forgot. Single origin with multiple impact. Say, a mutnagenic gas escapes creating the first wave of supers, some of them are highly intelligent or the needs for the means to police them prompts an increase in technology and later still the mutations are genetically based so "natural" mutants can be born. All this activity draws aliens or someone breaches a dimensional barrier, etc. Single origin, multiple sources.

Chimpira
Apr 3rd, '05, 10:55 AM
I prefer worlds where you have variable origins available. Not to knock others who like the unifying theme but I tend to think of them as more confining to my players.

Wanderer
Apr 3rd, '05, 11:52 AM
I can honestly say, I like them both. A single origin lends more of a science fiction feel to the setting (In a sense) but can limit options, multiple sources give more freedom but can seem silly and arbitrary if overdone. Done well, either form can make a for an interesting campagin setting. There's also another opton that I forgot. Single origin with multiple impact. Say, a mutnagenic gas escapes creating the first wave of supers, some of them are highly intelligent or the needs for the means to police them prompts an increase in technology and later still the mutations are genetically based so "natural" mutants can be born. All this activity draws aliens or someone breaches a dimensional barrier, etc. Single origin, multiple sources.

Or, as I prefer, one origin that can take several different guises. True, you look like a martial artist or wizard, but you're actually a psi/mutant/nova whose real powers unconsciously feed your mystical trappings. IMO it works beautifully. The only possible drawback is when a player is a hard-core fan of the subgenre origin, and gets somehow annoyed that his Ken of the North Star or Gandalf clone isn't the "true thing", but a self-deluded innate super.

nexus
Apr 3rd, '05, 12:03 PM
Or, as I prefer, one origin that can take several different guises. True, you look like a martial artist or wizard, but you're actually a psi/mutant/nova whose real powers unconsciously feed your mystical trappings. IMO it works beautifully. The only possible drawback is when a player is a hard-core fan of the subgenre origin, and gets somehow annoyed that his Ken of the North Star or Gandalf clone isn't the "true thing", but a self-deluded innate super.

If you like a certain style, then you want that style. The idea that your character is insane or, even worse, an idiot for their beleifs can be grating at times. Particularly when its eventually exposed or become undeniable. It changes the core concept of the character unless you want them to be truly deluded and never accept the truth. Some feel its not very heroic to play what amounts to a delusional psychotic, if they want to play something other than the campaign's standard origin. There's nothing wrong with single origin settings but if I am in one I prefer to play someone that has some grasp of how their powers actually work and have come to grip with that.

For example, I played a character call Zen in the old Global Gaurdians Uniiverse. She looked like a typical chi powered MA, but she was actually a tactile Telekinetic (There was no Magic or Chi powers in the setting). She was well aware of it, but used her Martial Arts as a focus. That was fine but I wouldn't have liked for her to been portrayed as some poor simple minded fool that didn't knowo the "truth". And honestly I prefer her in a setting where she can have true Chi powers gained threw dedication and training than thew a genetic fluke of a mutation.

It would kind of like having a game where high technology was the only source of power and the PC that thought he was a "Super" was actually a robot mistakenly thinking he was alive. It could be cool if the player is into it, but annoying if he is not.

Wanderer
Apr 3rd, '05, 01:09 PM
However, another very good reason for using "disguised" origin types is that you can allow character concepts you'd otherwise find too cheesy to allow. Personally I find some character conceps (weaponmasters, and to a degree, martial artists) rather unconfortable to deal with, and less believable than a brick, energy projector or mentalist with a nice SF-looking origin (but not Kirby Science "radiation accidents" Arrghh!!). The idea of the super-swordmaster able to cut through steel just because he trained for 20+years looks irremediably goofy IMO. Martial artists are borderline because there are Anime (see Fist of the North Star) and their daring explotation of the Chi concept to make truly superhumans MA stunts like blowing up people and steel with pressure points and chi fireballs (and for magic, well see Clarke, Third Law of), but sincerely one of the appeals of the unified origins is that it allow showing the Hawkeyes, Shang-Chis and "I was bitten by a radioactive wolverine" down the closet.

nexus
Apr 3rd, '05, 01:27 PM
However, another very good reason for using "disguised" origin types is that you can allow character concepts you'd otherwise find too cheesy to allow. Personally I find some character conceps (weaponmasters, and to a degree, martial artists) rather unconfortable to deal with, and less believable than a brick, energy projector or mentalist with a nice SF-looking origin (but not Kirby Science "radiation accidents" Arrghh!!). The idea of the super-swordmaster able to cut through steel just because he trained for 20+years looks irremediably goofy IMO. Martial artists are borderline because there are Anime (see Fist of the North Star) and their daring explotation of the Chi concept to make truly superhumans MA stunts like blowing up people and steel with pressure points and chi fireballs (and for magic, well see Clarke, Third Law of), but sincerely one of the appeals of the unified origins is that it allow showing the Hawkeyes, Shang-Chis and "I was bitten by a radioactive wolverine" down the closet.

Well, first off Swordsman that can cut threw steel because they trained for along time is also a staple of anime. Chi powers dont' just manifest in one's fists, you know. :) I would find someone swinging their steel sword hard enough to threw steel allot easier to swallow than someone punching their mortal flesh and blood fist hard to enough to puncture steel if it came right down to it. And I prefer barehanded fighters in my anime kung fu fights.

But what one person finds cheesy, another person finds cool. Frankly, its all hardcore physics breaking bullshittium when you boil it down. It just a matter of what flavor of it you enjoy. I prefer my "Shang Ho, Master of The Five Dragon Style" be an actual martial artist that has reached a sublime level of mastery and broken the barriers of human potential not "So asian doofus with a genetic fluke thats too deluded to figure out how his powers actually work and is thus unconciously limiting himself" In such a campaign I would play somene that had a more realistic idea of what he was doing. I can understand that some people don't care (I had several "deluded Novas" players in my Aberrant campaign over the years), but its not so hard to understand why some don't like the idea.

:)

Wanderer
Apr 3rd, '05, 02:14 PM
But what one person finds cheesy, another person finds cool. Frankly, its all hardcore physics breaking bullshittium when you boil it down. It just a matter of what flavor of it you enjoy. I prefer my "Shang Ho, Master of The Five Dragon Style" be an actual martial artist that has reached a sublime level of mastery and broken the barriers of human potential not "So asian doofus with a genetic fluke thats too deluded to figure out how his powers actually work and is thus unconciously limiting himself" In such a campaign I would play somene that had a more realistic idea of what he was doing. I can understand that some people don't care (I had several "deluded Novas" players in my Aberrant campaign over the years), but its not so hard to understand why some don't like the idea.

:)

Of course, though as I said I can generally swallow a MA super(normal) that performs superhuman feats through an appropriate (Chi, magic) "supernatural" sfx (i.e. through the Akashic Record, you commune with the soul of the steel, and persuade it to open up before your hand). That's the reason why IMO a superhuman MA in a super setting (Champions, Anime Ninja Hero) should be mainly bulit with Chi-sfx Powers, not martial maneuvers and skills, BTW. That's stuff for Dark Champions and Realistic Ninja Hero. It's when someone tries to "pull a Batman" and persaude that if you train hard enough, you can cause unaugmented mortal flesh and a normal arrow to punch through steel that my Cheese Alarm starts ringing like Hell.