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Thread: Looking for superhero rpg playtesters

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    Looking for superhero rpg playtesters

    I'm busy working on the 2nd edition of EABA, and one of the major changes is the power creation system. One of the first game settings to be released is ASE, a dark and unusual superhero setting. So...I'm looking for experienced and/or curious system geeks and superhero rpg players to construct/deconstruct/demolish/critique the new power system and the ASE game setting in general. The playtest documents for ASE and EABA v2 can be found at the BTRC forums:

    http://www.btrc.net/forum/6-eaba-v20-development

    http://www.btrc.net/forum/18-ase

    I believe you have to register to download anything, but it's free. The chapter 1 & 2 file gives the quick overview to see if it is something you are interested in pursuing further.

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    Re: Looking for superhero rpg playtesters

    Checked the first link, saw no explanation of what EABA is...?

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    Re: Looking for superhero rpg playtesters

    EABA is clearly the European Algae Biomass Association!
    Quis custodiet ipsos custodes?


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    Re: Looking for superhero rpg playtesters

    Quote Originally Posted by Kap View Post
    Checked the first link, saw no explanation of what EABA is...?
    EABA is the universal "house system" used by BTRC. It's been around a while, but is in the process of being updated, hence the v2 thread on the BTRC forums. If you wander around the BTRC page you can follow the main EABA link to find out about the 1st edition rules and its supplements, and download samples of most of them. The full rundown on the game is at: http://www.btrc.net/eabav11

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    Re: Looking for superhero rpg playtesters

    When are you coming out with "Papers & Paychecks"?
    Last edited by Kap; Jan 26th, '12 at 03:00 PM.

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    Re: Looking for superhero rpg playtesters

    BTRC=Bangladesh Telecommunication Regulatory Commission?
    Quis custodiet ipsos custodes?


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    Re: Looking for superhero rpg playtesters

    Blacksburg Tactical Research Center is a little game company nestled in the Appalachian foothills, slowly and tediously handcrafting the finest role-playing games and supplements for a small audience of die-hard fans, and for new converts acquired through word-of- mouth advertising. We do it because we love the work. Though managing to get some non-game fiction published would be nice too...
    Public information service....
    Come see Christopher's Collection of new mechanics that he has culled from the forums.


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    Re: Looking for superhero rpg playtesters

    I don't particularly play superhero games, so I'm not the best for this, but I do rate EABA as a pretty good generic game system. As far as I know, it doesn't officially stand for anything, but some say it's End All Be All.

    BTRC is basically Greg Porter (also known for Timelords, CORPS, etc).

    Some Hero fans will know BTRC for Guns!Guns!Guns!, which features Hero conversion notes.

    I've found EABA works best at grim and gritty levels. My players dislike it because combat can be very lethal.

    EABA has a design-anything add-on, Stuff!, which can be used to build anything from a knife to a galaxy-spanning civilisation in game terms. It's a bit more complex in this than Hero, but nowhere near as complex as GURPS Vehicles. It also considers the volume of components, which Hero doesn't.

    So, yeah, if you can help Greg out with some superhero input, I'd say go for it. EABA deserves to be far better known in the gaming community.
    Last edited by AndyStaples; Jan 27th, '12 at 05:00 AM. Reason: Correction of name of EABA equipment add-on
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    Re: Looking for superhero rpg playtesters

    Quote Originally Posted by AndyStaples View Post
    I don't particularly play superhero games, so I'm not the best for this, but I do rate EABA as a pretty good generic game system. As far as I know, it doesn't officially stand for anything, but some say it's End All Be All.

    BTRC is basically Greg Porter (also known for Timelords, CORPS, etc).

    Some Hero fans will know BTRC for Guns!Guns!Guns!, which features Hero conversion notes.

    I've found EABA works best at grim and gritty levels. My players dislike it because combat can be very lethal.

    EABA has a design-anything add-on, Stuff!, which can be used to build anything from a knife to a galaxy-spanning civilisation in game terms. It's a bit more complex in this than Hero, but nowhere near as complex as GURPS Vehicles. It also considers the volume of components, which Hero doesn't.

    So, yeah, if you can help Greg out with some superhero input, I'd say go for it. EABA deserves to be far better known in the gaming community.
    I was going to reply, but I see that AndyStaples here has kindly saved me the trouble. So, umm... This.

    EABA is an excellent game. Were the HERO System to magically vanish from the face of the Earth somehow, EABA would be on my extremely short list of possible replacements as my game system of choice. I'll definitely take a look and toss in my .02.

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    Re: Looking for superhero rpg playtesters

    The original EABA would only handle low-level to medium-level superheroics, largely due to the lethality issue someone else mentioned. I am trying to give EABA v2 sufficient advanced combat options and a more flexible power design system so that it can be playable "out of the box" as a superhero game. This is one of the reasons the ASE superhero setting is probably going to be the first gameworld when EABA v2 comes out. Since EABA v1 works just fine for other genres and the v2 mechanics are almost identical, the powers and combat scaling of v2 make ASE the torture test for the new system.

    I've played Hero since 1st edition Champions, so I figure people who know the ins and outs of a customizable system like this would be ideal for abusing the EABA system. For those who have not zipped over and looked at the v2 powers, it is probably one level more meta than Hero. There are no pre-defined "powers", just a list of effects and targets and defenses and modifiers. For instance, one of the sample powers posted is "Wiring", which would be like teleportation, but you can only do it through a conceptual conduit, like a wire or pipe. As a power design, it would look like this:

    modifier amount
    base modifier +10
    framework: single power only +0
    framework: no mutability +0
    effect: increase -3
    effect: extradimensional movement -8
    defense: easy mundane +4
    conditional: requires an "exit" to turn off power +3
    conditional: +8 non-combat effect -1
    range: aura +2
    special effect +1
    adjustment: power is obvious +0
    power duration: an action +0
    drain: +1 per +6 power level +0
    modifier total (as a quantity) x8
    power efficiency +6
    I won't go into what all of these mean, but it gives you an idea of the "building block" nature of the system. You generate a modifier total which gives a non-linear increase in your "bang for buck" (minimizing modifier abuse). All of the "+0" modifiers are defaults, assumed to be the case unless you change them, so the power is really just the seven non-zero modifiers plus the base, which is used to adjust the power level of a campaign (you change the overall efficiency with it).

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    Re: Looking for superhero rpg playtesters

    Quote Originally Posted by BTRC View Post
    it is probably one level more meta than Hero. There are no pre-defined "powers", just a list of effects and targets and defenses and modifiers. For instance, one of the sample powers posted is "Wiring", which would be like teleportation, but you can only do it through a conceptual conduit, like a wire or pipe. As a power design, it would look like this:

    modifier amount
    base modifier +10
    framework: single power only +0
    framework: no mutability +0
    effect: increase -3
    effect: extradimensional movement -8
    defense: easy mundane +4
    conditional: requires an "exit" to turn off power +3
    conditional: +8 non-combat effect -1
    range: aura +2
    special effect +1
    adjustment: power is obvious +0
    power duration: an action +0
    drain: +1 per +6 power level +0
    modifier total (as a quantity) x8
    power efficiency +6
    I won't go into what all of these mean, but it gives you an idea of the "building block" nature of the system. You generate a modifier total which gives a non-linear increase in your "bang for buck" (minimizing modifier abuse). All of the "+0" modifiers are defaults, assumed to be the case unless you change them, so the power is really just the seven non-zero modifiers plus the base, which is used to adjust the power level of a campaign (you change the overall efficiency with it).
    This is really interesting! It reminds me a bit of an idea floating around back when Hero 4E was being done (and which obviously wasn't implemented), which was to boil the Powers down to five -- Attack, Defend, Move, Sense, and Change -- and then assemble all effects, including the existing powers, by combining those five, applying Advantages, applying Limitations, etc. I'm eager to see how you're implementing this!

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    Re: Looking for superhero rpg playtesters

    Neat. If I didn't have 20 different projects going on at once, I'd give this a look.

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    Biggrin Re: Looking for superhero rpg playtesters

    ASE:

    Automotive Service Excellence
    American Society of Echocardiography
    Alliance to Save Energy
    Association for Surgical Education
    Acronyms Sans Explanation

    /ducks


    Seriously, though. Seems like an interesting system.

    How long is the playtest? I'm a bit busy at the moment, but I may take a look when I'm less so.
    Quis custodiet ipsos custodes?


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    Re: Looking for superhero rpg playtesters

    Quote Originally Posted by Derek Hiemforth View Post
    This is really interesting! It reminds me a bit of an idea floating around back when Hero 4E was being done (and which obviously wasn't implemented), which was to boil the Powers down to five -- Attack, Defend, Move, Sense, and Change -- and then assemble all effects, including the existing powers, by combining those five, applying Advantages, applying Limitations, etc. I'm eager to see how you're implementing this!
    EABA v2 effects are (at the moment):

    restore - repair something or try to bring it back to its undamaged value
    enhance - alter the capabilities of something without changing its numerical value
    increase - make something bigger (movement, a stat, size, etc.)
    reduce - smaller
    armor - protection
    damage - damage
    transfer - move a game quantity from one target to another

    There are modifiers and variants and such, but those are the core "effects". So, healing would be:

    effect: restore
    target: lethal hits

    An concussive blast might be:

    effect: damage
    target: non-lethal hits
    defense: armor (on hits)
    range: long (or whatever distance level you wanted)
    usage: requires combat skill roll

    And either could have all the sorts of things you would expect. A healer might want to have usage: gestures (laying on of hands) and usage: requires concentration, things to bump the efficiency up. While the blast might have increased accuracy, autofire, explosion or other combat gimcracks.

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    Re: Looking for superhero rpg playtesters

    Quote Originally Posted by Pattern Ghost View Post
    ASE:
    Acronyms Sans Explanation

    Seriously, though. Seems like an interesting system.

    How long is the playtest? I'm a bit busy at the moment, but I may take a look when I'm less so.

    I like the "acronyms sans explanation" one. Clever. Anyways, since I have the dubious luxury of running the company, ASE (and EABA v2) will be ready when they are ready. But, the more feedback I get, the sooner that will be...

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