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Thread: Disavowed comic book - anyone run a game similar to this?

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    Disavowed comic book - anyone run a game similar to this?

    As the thread title reads - I liked the central premise of the book and wondered if anyone has ran a campaign or episode based on it with operatives of just-above-normal abilities. I hated the ending of the book, but decent idea. I'm thinking of running a spy game next session.
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    Yes, We Can - we can overturn 16-20 years of increasing acrimony; we can change the level of political discourse; whether liberal or conservative, it isn't just that we can, it is that we must

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    Re: Disavowed comic book - anyone run a game similar to this?

    Quote Originally Posted by zornwil
    As the thread title reads - I liked the central premise of the book and wondered if anyone has ran a campaign or episode based on it with operatives of just-above-normal abilities. I hated the ending of the book, but decent idea. I'm thinking of running a spy game next session.
    Was this the Wildstorm comic with the stage magician as one character? I liked that as well, but I'm a big fan of the "super black-ops" tone of Wildstorm. Sleeper is one of the best comics ever written, IMO.

    When I began my Secret Worlds campaign, I actually expected more of a "Disavaowed" feeling to it, and it never quite got there. The characters ended up being more Danger Internation with a twist, and the game fell apart when the "weird" stuff started to happen. It is tough to run a game when you aren't sticking to a well known genre. As soon as you start to twist expectations, it can make it hard for the play group to have cohesion. One person is expecting more over-the-top heroics... another is playing it conservative/realistic... still another wants investigation... another wants wuxia... whatever.

    Good luck if you try this style of campaign, but I'd suggest having lots of discussion ahead of time about what will be the "feel" of the campaign, before you start gaming. Avoid confusion... that's a lesson learned from Secret Worlds.
    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: Disavowed comic book - anyone run a game similar to this?

    Quote Originally Posted by RDU Neil
    Was this the Wildstorm comic with the stage magician as one character? I liked that as well, but I'm a big fan of the "super black-ops" tone of Wildstorm. Sleeper is one of the best comics ever written, IMO.

    When I began my Secret Worlds campaign, I actually expected more of a "Disavaowed" feeling to it, and it never quite got there. The characters ended up being more Danger Internation with a twist, and the game fell apart when the "weird" stuff started to happen. It is tough to run a game when you aren't sticking to a well known genre. As soon as you start to twist expectations, it can make it hard for the play group to have cohesion. One person is expecting more over-the-top heroics... another is playing it conservative/realistic... still another wants investigation... another wants wuxia... whatever.

    Good luck if you try this style of campaign, but I'd suggest having lots of discussion ahead of time about what will be the "feel" of the campaign, before you start gaming. Avoid confusion... that's a lesson learned from Secret Worlds.
    Yes, that's the one. Thanks for the feedback.
    KTR - as Sinatra said "try a little tenderness"
    Kindness,Tolerance,Respect

    Yes, We Can - we can overturn 16-20 years of increasing acrimony; we can change the level of political discourse; whether liberal or conservative, it isn't just that we can, it is that we must

    I AM the letter C. Look upon my works, and despair!

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    Re: Disavowed comic book - anyone run a game similar to this?

    Quote Originally Posted by RDU Neil
    Was this the Wildstorm comic with the stage magician as one character? I liked that as well, but I'm a big fan of the "super black-ops" tone of Wildstorm. Sleeper is one of the best comics ever written, IMO.

    When I began my Secret Worlds campaign, I actually expected more of a "Disavaowed" feeling to it, and it never quite got there. The characters ended up being more Danger Internation with a twist, and the game fell apart when the "weird" stuff started to happen. It is tough to run a game when you aren't sticking to a well known genre. As soon as you start to twist expectations, it can make it hard for the play group to have cohesion. One person is expecting more over-the-top heroics... another is playing it conservative/realistic... still another wants investigation... another wants wuxia... whatever.

    Good luck if you try this style of campaign, but I'd suggest having lots of discussion ahead of time about what will be the "feel" of the campaign, before you start gaming. Avoid confusion... that's a lesson learned from Secret Worlds.
    I'm not familiar with the comic but the Secret Worlds game you described sounds very similar to a game I played in several years ago using the Stalking the Night Fantastic/Bureau 13 rules with a totally GM created setting that had characters with all manner of abilities: PSI, Magic, and normal gun users. The game mechanics were attrocious but the game was fun because the GM pulled it all together with a engaging storyline.

    This is the gameworld I want to revisit and GM someday using HERO system heroic rules.

    You should have no problems selling this type of game if your talent to jump around every part of the hero forums translates to your GM'ing skill!

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    Re: Disavowed comic book - anyone run a game similar to this?

    Hey, I think my GM was thinking along similar lines. Oh wait!

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    Re: Disavowed comic book - anyone run a game similar to this?

    Quote Originally Posted by Hyper-Man
    I'm not familiar with the comic but the Secret Worlds game you described sounds very similar to a game I played in several years ago using the Stalking the Night Fantastic/Bureau 13 rules with a totally GM created setting that had characters with all manner of abilities: PSI, Magic, and normal gun users. The game mechanics were attrocious but the game was fun because the GM pulled it all together with a engaging storyline.

    This is the gameworld I want to revisit and GM someday using HERO system heroic rules.

    You should have no problems selling this type of game if your talent to jump around every part of the hero forums translates to your GM'ing skill!
    If you want to know how Secret Worlds turned out... you can read about it here... in exhaustive length. If you do read it... lemme know what you think. I definitely plan to revisit this campaign someday.

    http://www.herogames.com/forums/show...=Secret+Worlds
    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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