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Thread: Modern & "Realistic"

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    Modern & "Realistic"

    Any of you folks out there watching "24" or "The Shield?"

    How about movies like Gene Hackman's "The Package" or more recently "Narc" or slightly over the top "The Bourne Identity"

    This style of adventure... realistic, violent, suspenseful... all about grit and guns and terrorism and espionage... does anyone play these kind of campaigns... or even mini-campaigns or one shots?

    See... I love this kind of game. No superheroics, no "cinematic" action... real world laws and concerns... characaters who logically DON'T want to get shot at... weapons are deadly... etc. I think I'm alone in loving this level of game.

    Everyone else I know, and all the posts on these boards, are all about larger than life Player Charcters, magic, super powers, etc. I like this stuff, too, but I miss the days of "Danger International" if you folks remember that old Hero System product from the '80s. Some of the greatest adventures I've ever run, or been involved in, were like a good cop drama or suspense film, and NOT a comic book or Action movie.

    I guess I just wonder if anyone out there is playing this kind of game at all. I really miss it.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

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    I run an occasional game titled: Seal Team 1. The game is really only designed to be played for a specific mission (2-3 sessions) but it is always a lot of fun.

    The problem with "real life" adventures is that characters can die fairly quickly. One lucky hit to the head and it's bye-bye Sgt Rock. Because you are making them the way you want them, HERO System characters can take a long time to make, so when the character gets killed by a lucky shot within the first hour the game the players can become discouraged.

    Personally I think realistic styles of games are either better for convention games, where the player does not really care if the character gets killed, or better for systems like d20 where as much effort is not put into the character creation; and thus it is easier to build a new character as each is killed off.

    I am not exactly looking forward to a new Danger International. Personally I do not think there is enough demand in the market for those styles of games any longer. I think it would be better for Hero Games to focus its efforts into a Super Agents game. I think the mixing of normal and superhuman has a greater uniqueness and a larger interest for most gamers.
    Monolith, the Living Titan
    "The HERO System is not designed to represent real life. The game is designed to represent heroic fiction as presented in comics, novels, television, and movies."

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    Re: Modern & "Realistic"

    Originally posted by RDU Neil
    Any of you folks out there watching "24" or "The Shield?"

    How about movies like Gene Hackman's "The Package" or more recently "Narc" or slightly over the top "The Bourne Identity"

    This style of adventure... realistic, violent, suspenseful... all about grit and guns and terrorism and espionage... does anyone play these kind of campaigns... or even mini-campaigns or one shots?

    See... I love this kind of game. No superheroics, no "cinematic" action... real world laws and concerns... characaters who logically DON'T want to get shot at... weapons are deadly... etc. I think I'm alone in loving this level of game.

    Everyone else I know, and all the posts on these boards, are all about larger than life Player Charcters, magic, super powers, etc. I like this stuff, too, but I miss the days of "Danger International" if you folks remember that old Hero System product from the '80s. Some of the greatest adventures I've ever run, or been involved in, were like a good cop drama or suspense film, and NOT a comic book or Action movie.

    I guess I just wonder if anyone out there is playing this kind of game at all. I really miss it.
    I don't think any of those movies could be considered realistic. Something like Far From Heaven might be realistic (except that the black lead looks like he is about to duck into a phone booth and come out in a cape . . .). Your choices are "dark and gritty" not "realistic" which can be fun as long as your players aren't sulky about death, disability and defeat.
    "HAAAM SAMMICH!" --My Wife

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    Originally posted by Monolith
    I run an occasional game titled: Seal Team 1. The game is really only designed to be played for a specific mission (2-3 sessions) but it is always a lot of fun.

    The problem with "real life" adventures is that characters can die fairly quickly. One lucky hit to the head and it's bye-bye Sgt Rock. Because you are making them the way you want them, HERO System characters can take a long time to make, so when the character gets killed by a lucky shot within the first hour the game the players can become discouraged.

    Personally I think realistic styles of games are either better for convention games, where the player does not really care if the character gets killed, or better for systems like d20 where as much effort is not put into the character creation; and thus it is easier to build a new character as each is killed off.

    I am not exactly looking forward to a new Danger International. Personally I do not think there is enough demand in the market for those styles of games any longer. I think it would be better for Hero Games to focus its efforts into a Super Agents game. I think the mixing of normal and superhuman has a greater uniqueness and a larger interest for most gamers.
    I totally agree that a "campaign" of Danger International is very hard to maintain. Characters die or get badly hurt, paralyzed, or other retire... so one shot games, or mini-campaigns... two or three episodes... are best.

    I think this reason... more than possible death of a character... keeps players away. So many players want to develop a character to the nth degree. They want to play a character forever... which I've never understood. I like to play a character, until they fulfill their mission/objective... or die trying... but after that, eh... what's next. The idea of playing a character every week, over and over... really gets boring to me. Probably why I GM most of the time... so I can enjoy world building, plots, and lots of other characters, rather than just one.

    Superheroics and other "larger than life" character concepts, allow for players to justify their character living through weekly life or death battles. When you start leaning toward a more realistic level of game, verisimilitude is quickly lost, if players cheat death every week.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

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    Re: Re: Modern & "Realistic"

    Originally posted by ZootSoot
    I don't think any of those movies could be considered realistic. Something like Far From Heaven might be realistic (except that the black lead looks like he is about to duck into a phone booth and come out in a cape . . .). Your choices are "dark and gritty" not "realistic" which can be fun as long as your players aren't sulky about death, disability and defeat.
    I pute "realistic" in quotes for a reason. If you want realism, you don't game. Just live your boring, no guns and violence life.

    As for "gritty" well, that is feel over content, ususally. A superhero campaign can be very "gritty" with lots of blood and death. I'm more talking about a more normal human level of game... whether or not death happens. Yes, "24" isn't realistic in that death defying events happen every hour, and Jack lives through them all... but individually, no one event is beyond probability. There's no hanging from chandeliers, or ice palaces, or laser death beams, or battles in gadget laden cars, like in the latest Bond film. I've had old Danger International adventures that were far from gritty, and were funny, goofy... and violence was running from a barfight in order to not get busted by the cops. I don't know how else to describe this 'closer to normal' level of game than "realistic"... even though I know it's not really realistic.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

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    One of the most enjoyable campaigns I've ever played in was a military campaign run in the same world as a superheroic campaign that all of the players were also involved in. The characters were low powered, and death was a real possibility. Every player had several characters, and every time we played one or more of each player's characters would get chosen for the current mission. We'd arm up and head out, and if one of your characters bought it, it sucked but you had others already made so you could keep playing. It was a great deal of fun, although it could also be very violent.
    Live a good life. If there are gods and they are just, they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones. -Marcus Aurelius

    Gary Denney
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    Originally posted by archermoo
    One of the most enjoyable campaigns I've ever played in was a military campaign run in the same world as a superheroic campaign that all of the players were also involved in. The characters were low powered, and death was a real possibility. Every player had several characters, and every time we played one or more of each player's characters would get chosen for the current mission. We'd arm up and head out, and if one of your characters bought it, it sucked but you had others already made so you could keep playing. It was a great deal of fun, although it could also be very violent.
    This kind of campaign is actually my favorite style of superheroic campaign. Wild stuff exists... but the PCs have to be much more normal. This kind of campaign I can get people to play in, because it is more wild... less "realistic" because of the setting, and you can justify high "luck" powers and the like to keep your characters alive... though death does happen.

    I guess it's just hard to find folks who want to play in the "real world." LIke I'd much rather watch Law & Order than go see the Daredevil movie (though I'll do both) I'd much rather play a normal private detective, ex-military type or new photographer... rather than a superhero.

    Just a matter of taste, I guess.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

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    I like something in betwween. I want usually go with dark and gritty where the character realize that they are in great danger, but where actual death is seldom. Injury on the other hand can really put a character down for a while.

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    Re: Re: Modern & "Realistic"

    Originally posted by RDU Neil
    I totally agree that a "campaign" of Danger International is very hard to maintain. Characters die or get badly hurt, paralyzed, or other retire... so one shot games, or mini-campaigns... two or three episodes... are best.
    I've always felt that they way around the problem is a shift in storytelling...

    Most RPGs emphasize the PCs. The PCs are central to the campaign and individual sessions comprising the campaign. PCs develop, have goals, work to achieve those goals, etc.

    If the focus were shifted to the organization, to which the PCs belonged, PC death or disability would not nearly be so damaging to the campaign. The organization develops, has goals, works to achieve those goals. The death of a PC would not end the organization, but could conceivable further its goals, and so (hopefully!) the player would be satisfied with that, rather than disappointed by the death of his character.

    I mean you'd have to interest the players in the organization enough, that they were willing to perceive (and role-play accordingly) their characters as primarily a means of furthering the organization's story. In essence: that the campaign isn't about John Doe, international man of mystery, but about the organization John Doe belongs to.

    Most important though, you'd have to intrigue the players with the story told about the organization in order to hold their attention.

    And, of course, this is all hypothetical... I've never put it into practice, so take it for what it's worth. I think players, who could divorce themselves enough from a character to make it work, are in the minority.
    allen
    aka A.T.A.L.D.

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    re: Organization vs Characters.

    I used to run Pacesetter Chill. Great game, but the main point that I'm going to make here is that allen's right.

    Make the organization the focus. In Chill, that was SAVE. The organization gathered the PCs together, and sent them out on monster hunting missions. I was a kind GM, and only had 50% casualties. The GM that introduced the game to me had a 85%.

    And, we loved it. My character may well have gotten put into a coma, but I gained the piece of information necessary for Dave's character to kill the beastie by burning the house down. Next time, Keith's character got his head turned around backwards, but I managed to stake the vampire while she was distracted. Teamwork and the overall mission were the focuses of the campaign. Not individual PCs.

    However, it requires having Players that aren't Plumbers. Ones that can make throwaway characters, and not devote a 20 page background and 2 days of tweaking numbers to creating the Ultimate Monster Hunter.

    Because one lucky shot, the GM picks up every dice he owns, drops them on the table and says, "you take some damage."

    And it blows to have spend many days devoting yourself to crafting a piece of artwork and watching it get mangled like a Red Shirt on classic Trek.

    D
    Nathan, after rolling his 6th consecutive 15+, crosses out the name on his character sheet, "I'm now Chris, the Gestalt of Incompetence."

    Chris, sitting next to him, "Grrr."

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    Re: re: Organization vs Characters.

    Originally posted by misterdeath
    I used to run Pacesetter Chill. Great game, but the main point that I'm going to make here is that allen's right.


    D
    Man! Chill was a great game. Some of the best production values of any game company. Great writing, artwork, and layout! Too bad I could never get my group to play

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    "Realistic" game

    Actually,
    one game I ran using the 4th ed Champions was an adaptation of the Millenium's End game.

    The Pc's are a operative cell for a private security and investigation firm. i.e: They took contracts from all sorts of clients and dealt with all kinds of situations.

    Missing persons cases involving the underground LA porn industry, kidnap victims being rescued from rebel camps in the jungles of Colombia, exposing neo-nazi buisness men in league with war criminals from the Balkans war...

    And when everyone wanted to dirty their hands some, I had the Pc's accept a contract to kill a Thai heroin baron on behalf of a rival.

    It is still a commonly requested game from my players.

    Tyrant.
    "I can imagine a world with no fear, no hate, no war.
    And I can imagine us taking over that world, since they would never expect the attack..."
    Tyrant of St-Anne's

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    Originally posted by RDU Neil
    This kind of campaign is actually my favorite style of superheroic campaign. Wild stuff exists... but the PCs have to be much more normal. This kind of campaign I can get people to play in, because it is more wild... less "realistic" because of the setting, and you can justify high "luck" powers and the like to keep your characters alive... though death does happen.

    I guess it's just hard to find folks who want to play in the "real world." LIke I'd much rather watch Law & Order than go see the Daredevil movie (though I'll do both) I'd much rather play a normal private detective, ex-military type or new photographer... rather than a superhero.

    Just a matter of taste, I guess.
    The characters in the military campaign weren't super-powered at all. We were normals with stuff. Super powers existed, and a lot of the missions we went on were dealing with super-powered bad guys, but there weren't any supers on the teams.

    Probably my favourite character could, if he pushed his strength, use what were effectivly 2 M-60s, one in each arm. He took STUN from doing it, but laid waste to the opposition while doing so. He very nearly died one mission, but was saved by one of his teammates rolling a 3 on their paramedics roll. Kept him from bleeding out before the evac chopper could show up.
    Live a good life. If there are gods and they are just, they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods, then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones. -Marcus Aurelius

    Gary Denney
    >>>-----Archermoo----->
    SETAC Archer

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    As a player and as a GM, I prefer games which are both lower powered and more realistic than the vast majority out there. This includes my "fantasy hero" games, which take place in a fictional and somewhat fantastic world, but which sometimes have little or no magic. When something magical does come along, it really stands out.

    A partial solution to the problem of PC's dying too easily is to deemphasize violence. I am not talking about Smurfworld here. There can be plenty of drama and conflict with the constant threat of violence but little actual violence.

    I want to clarify that the games I like are RELATIVELY realistic, as compared to most RPG campaigns, not compared to our everyday lives. Furthermore, I am not arguing for the superiority of such games. I am just stating my personal preference and offering suggestions for others with similar preferences.
    Just Joe

    Thanks (and Apologies) to Megaplayboy, whose "Left Hook of Justice" inspired my own Justice-based martial maneuvers (eye poke, ear flick, shin kick, etc.)

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    I would love to play those plot intensive games again. I'm just too busy with my career and being a Family Man anymore. What I love about High Fantasy and Superheroes is that the plots are grand and simple and easy to concoct while still being entertaining.
    † The wicked watcheth the righteous, and seeketh to slay him. (Ps. 37:32) †

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