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MrBunraku

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Posts posted by MrBunraku

  1. Re: The Old Guard

     

    CpSpalding used to run a game at GenCon called "Forever Young" which was a bunch of second tier DC Golden Age heroes in the modern day. I got to play Captain Triumph and LOVED it!

     

    On another note, I've felt for a long time that the "old superhero" genre is the one that has yet to be fully explored, not just comically, but in a serious way. We've seen the plights of teen heroes and now married heroes, but the difficulties of being in your 70's and having super-powers has yet to be really addressed.

     

    This is no help to you at all, is it? Ah well..

     

    Ed

    Stream of consciousness day....

  2. Re: Fantasy Cosmologies

     

    Thanks for all the opinions! My idea for the day/night thing was having the disk big enough, or the sun small enough, that the sun would only shine on part of it as it travelled around its "groove." Sorta like the effect you'd get if you shine a flashlight onto a record album. As the sun travels around it shines on the disk in one spot, so as it gets closer you'll have dawn, it will appear to move in the sky as the day progresses, then you'll have dusk as it rolls away, and finally night.

     

    (Assault) I had the same idea, and from the same source! That would work well, as I decided my sun god was also the protector of the dead. I had the notion that as he travelled across the sky he collected the spirits of the dead, then dropped them off in the underworld while he made his way back to the "east" or whatever point he starts from.

     

    I had also come up with the idea that the disk was ringed by huge arctic mountains. If you can get over or find a pass through them, you can "jump off" the disk and end up in my etheral/astral space. You can also get there by going deep enough underground.

     

    As far as seaons go, I had thought about making the sun move closer and further away as it moves around, so it might move in a spiral fashion (spiral up and down if I use the record needle motion, or spiral out and back if I use the up and over notion.)

     

    Thanks again for all the input! Not that I'll probably do anything with it soon, but it's always nice to hear other folks ideas.

     

    Ed

  3. Re: Lowish-powered Supervillains

     

    You may want to treat them like Shadowrunners or Mercendaries' date=' where they work as cutouts for other villains.[/quote']

     

    I had never thought of this, but most Shadowrun adventures would take very little tweaking to make them work for low-level super-villains.

     

    Shadowrunners are anti-heroes at best, and their jobs always involve skirting the law in some form or fashion.

     

    Ed

    I used to LOVE Shadowrun...

  4. Re: Fantasy Cosmologies

     

    Speaking of flat earths and cosmologies and the like, I was going to poll the assembled masses to get opinions. For a while now, I've been wanting to design a campaign world that's a disk. Should I have: (a.) the sun travel along the middle of the disk (sorta like a needle in the middle of a record player), so the center of the disk is arctic, the middle zone is the "equator" and the outside is arctic, (b.) the sun travel up over the entire disk, so the arctic bands are at the top and bottom of the disk, and the tropical "equator" runs from one side of the disk to the other, (c.) have the sun stationed in the middle of the disk (like someone else mentioned above.)

     

    Just thought I'd ask.

     

    Ed

    (Who is dating himself with the whole "needle on the record" reference.)

  5. Re: Soul Calibur

     

    My son's a big time Soul Calibur 3 fan. He has it for the PS2 and whips the snot outta me 8 times out of 10. If I make my paltry wins back to back, he gets his favorite (Mitsurugi) and cleans my clock.

     

    We especially enjoy the "random creation" feature, especially when we get a character wearing a pope hat!

     

    Ed

  6. Re: What were: the best Marvel titles of the 80's?

     

    The 80's was probably the only time in my comic reading life that I could've been considered a "Marvel Zombie." This was when I went thru my "X-Men" phase, even though the first X-Men comic I picked up was the debut of Dazzler.

     

    I also have to agree with Simonson's Thor, and several of the Avengers storys, especially the Korvac one. Epic's Alien Legion and Dreadstar were amazing!

     

    I was also a big fan of Micronauts (having lots of the toys), and really got into that title.

     

    I also became a big Defenders fan during the early 80's. I can't really say it was because of great stories or characters, but I did enjoy the heck out of them.

     

    There were also some great Captain America stories during the early 80's.

     

    Probably my favorite was Byrne's Fantastic Four. In fact, his work is what made me the huge FF fan I am today, and prompted me to search out back issues.

     

    Ed

  7. Re: Dr Who

     

    and the connection he had with Reinette in Girl In The Fireplace, and translating alien languages for his companions, and knowing when the TARDIS is nearby and sharing info with his previous selves and wiring his brain up to various computers even without the neural implants etc etc etc.

     

    His Grandaughter Susan was doing it first, but still.

     

     

    Since I don't know as much about the Doctor as I'd like, did they ever say what happened to his granddaughter? She was only ever seen with the William Hartnell Doctor, right? And did they ever mention the Doctor's children?

     

    Ed

  8. Re: What were the best Marvel titles of the 70's?

     

    I've been looking at my collection of Marvel Essentials, and I've noticed that most of my favorites have been from the 70's. It's only to be expected, I suppose, as that's when I started buying comics.

     

    Among the 70's collections I have now are the Defenders, Spider-Woman, She-Hulk, Marvel Horror (Son of Satan and Satana), the Champions, Spidey about when Man-Wolf first appeared, Werewolf by Night, Ghost Rider, Marvel Two-in-One... I think that's it.

     

    What were the other great or at least archetypal titles Marvel did in the 70's? I remember Conan the Barbarian, Tomb of Dracula, the Monster of Frankenstein, and Man-Thing. And Dazzler for the Marvel 'Fad Showcase', I suppose. Who else among the superheroes was getting good treatment back in the 70's at Marvel? Just about all the names I can think of are Iron Fist and Luke Cage, Power Man.

     

    Thanks for any help.

     

    There were a couple of issues of Roy Thomas' Alter Ego and TwoMorrows Comic Book Artist that dealt with different aspects of Marvel in the 1970's. They're worth looking for.

     

    The Marvel Horror comics really blossomed in the 1970's with the ones you mentioned. Another niche genre that really got going in the 1970's was martial arts with Iron Fist and Master of Kung-Fu. That's also when a lot of the martial arts characters started appearing in other books.

     

    One of my all-time favorites was the Marvel Two-in-One you mentioned. It's what made me the Thing fan I am today.:thumbup:

  9. Re: New to Fantasy Hero

     

    And it's amazing to think of how many little ideas we've picked up from D&D. It's hard to root them all out because they've become so ingrained we don't even think of them. Here's a few that I've been thinking about lately:

     

    1) The idea that everyone is one of the four basic "classes": Fighter, Thief, Cleric, Wizard. Sure, there are Rangers and Barbarians, but those are just variants of fighters. Sure, there are Druid, but those are just clerics. etc.

     

    2) The assumption that there's a neat dividing line between "divine" magic and "arcane" magic.

     

    3) The perfect compartmentalization of the gods, and the perfect information about them: They're all completely statted out like PCs and they all have specific and fixed attributes. They each have one name, one specific symbol (usually detailed to a ridiculous degree), a favorite weapon that they want you to use, specific "domains" of spells that they grant to their clerics, etc.

     

    4) The extreme proliferation of races and sub-races. That every race needs a "half-demon" version. That any two races can mate and produce a viable offspring, which then needs a whole new race package (the Star Trek School of Reproductive Biology). Seriously, how many half-elves should there actually be? A whole "race" worth?

     

    5) The idea that each race has their own gods. There's a "god of elves" and a "god of dwarves," but never a "god of humans."

     

    6) That certain abilities must be prerequisites for other abilities which are not necessarily directly related.

     

    7) The assumption that large amounts of metal disrupts certain types of magic.

     

    8) That magic always comes in individual, discrete spells. And there's a specific number of them, and each one is precisely defined.

     

    9) That the function of a wizard is to be a walking artillary platform.

     

    10) The assumption that the game needs thousands of different monsters to remain interesting. And in case that's not enough, there's dozens, if not hundreds, or "templates" that can be applied to monsters to create new variants. "An abyssal, undead, aquatic, blue-dragon-blooded, greater fire giant with 6 levels of Totemist? Didn't we already fight one of those?"

     

    Maybe someone (me?) should start a new thread: "Ideas about FRPGs that we get from D&D that don't necessarily have to be so." I'll try to think of a shorter title. If someone else wants to start such a thread before I get a round tuitt, go ahead.

     

    You know, to be honest, several of the things you mentioned had yet to register with me, but I have to agree with you on most of those points. They are D&D assumptions, but they don't necessarily have to be part of a Fantasy RPG.

     

    It came more home to me when I was reading over the character creation chapter. One of the things I've always liked about HERO is that it's a game that allows you to fit the rules to your concept, not the other way 'round. There's lot of talk these days of how D&D 4th ed is going to make a sword swinging magic-user a viable character. But in HERO, it's a snap. Just create it.

     

    I don't want anyone to think that I'm a D&D hater, though. It's the first RPG I played, and I do still enjoy it. Although I'm not terribly keen on a 4th edition. :confused: But, in the past, I've tried to figure out how D&D would fit a character or game concept, and with HERO, I don't have to worry about that.

     

    Ed

  10. Re: New to Fantasy Hero

     

    As much as I'm enjoying the Fantasy HERO book, I probably won't be getting the setting or grimoire books any time real soon, since I'm more of a RPG reader than player these days. I will keep Turakian Age in mind, though, should that change.

     

    I may get the Bestiary at some point, though. I have to admit, though, I was a bit miffed that rules for familiars weren't in the Fantasy HERO book, and I was referred to the HERO Bestiary. I've run into that a few times. It seems that I should have all the info I need to make a character with the main Genre book along with the HERO system 5th ed. book. Much like the book makes referenc to the Ultimate Martial Artist for additional combat maneuvers, but still has the basic fantasy combat styles and weapons and UMA is listed as an add-on.

     

    Ed

     

    PS Woo hoo! Fellow Tennesseans! Hey, since you're listed as being in Nashville, and since your obviously playing Fantasy HERO, and since I'm not terribly far from Nashville, do you have any room in your group for another??? :o

  11. Re: New to Fantasy Hero

     

    I was able to get a copy of Fantasy HERO at this year's GenCon, and I must say I really like it. I thought I knew how much D&D influenced my notions about fantasy RPG's, but it wasn't until I read over Fantasy HERO, with all of it's myriad options, that I was able to break that mindset once and for all.

     

    Ed

  12. Re: Justice Machine Sourcebook?

     

    Oh wow, I'd totally forgotten about Scout. Southern Knights is apparently now owed by Heroic Publishing which I thought was associated with Hero Games since they also have all of the various Champions comic titles?

     

     

     

    If I can get the THUNDER Agents license it will include the use of Wally Wood's art if at all possible.

     

    Kerry

     

    Wha... wha... wha... wha...?!? I had read about the Elementals and Justice Machine, but this is the first I've heard about a THUNDER Agents book! Woo hoo!!!! I'd LOVE to get ahold of a THUNDER Agents book. I have some write-ups for most of the agents, THUNDER Squad, some villains, and vehicles for 4th ed rules if you're interested.

     

    Woo hoo!!!!:celebrate

     

    Ed

  13. Re: Help me fill in the plot holes

     

    The way I have it set up in my head, he is already passed the, "I'll discredit them and make them look foolish!" phase and has gone straight to the, "If I can't be a hero, then I'll be a the most infamous villain this city has ever seen!" point, and along the way, he'll kill the folks who helped make him a laughingstock.

     

    I am almost all of these ideas and putting them together in what will be, I think, a pretty dang cool adventure!! :D

     

    Ed

  14. Re: Help me fill in the plot holes

     

    I agree with Red Eagle about outright KO'ing and capturing the PCs, and really, you don't need to go that far. This can work equally well if the heroes are lured to the cult HQ (by clues left by Blackstaff), and they sneak past security far too easily. Eventually, they enter a room where an armored wall drops over the door they came through, the opposite door is fake, and then a side wall raises to reveal a (nearly unbreakable) transparent wall, behind which is the cult leader. Cue the big reveal, after which the room becomes a classic death trap (begins filling with water, or gas, or the ceiling begins to drop, or combinations thereof).

     

    Now, as to getting there... In addition to using the same PC heroes, are you also playing with the same group of players from college? If not, I'd include info on Blackstaff being a laughingstock. (Cops might say, "You're working with Barf-staff?!") Nothing too blatant, but lay the groundwork.

     

    Blackie is ultimately upset at his teammates, but don't forget Skunk's contribution. If he's not going to be a part of the campaign, maybe he went straight in prison and wrote a "tell-all" book (proceeds to charity, naturally, and the book also helped make Blackstaff a laughingstock), and Skunk came out smelling like roses (pun intended). But Skunk is then found dead, also apparently killed by the cultists, with info implicating him in the theft of materials for the bomb, and info in his apartment pointing to the cult HQ location.

     

    It's cliche, but Blackstaff could also fake his own death, also at the hands of the cultists. Make it Levin, then Skunk, then Blackstaff, then maybe a reporter looking into the cult (who, incidentally, added to Blackstaff's looking foolish years ago). All tie in overtly to the cult, but they're also related to Blackstaff being a super-joke.

     

    Each death leaves a clue that eventually gets the heroes to the cult HQ. Hidden in Levin's bionic arm is a strip of film (why not digital photos - because Blackstaff is a screw-up) showing cult activity at various warehouses across town, each a different company. Skunk's apartment has (planted) blueprints and guard shift info where the nuclear materials were stolen -- and the guards were gassed during the breakin. Blackstaff's journal details his "investigations" with Levin, including an observation that he saw Levin meet with Skunk, dated prior to the nuke theft -- but Blackie is "too good of a friend to seriously think his teammate is dirty." And the reporter has notes showing the different companies are all secretly owned by one mystery company (HQ where Blackstaff wants the heroes to go).

     

    Thos are some very good ideas. I wasn't terribly crazy about the capture, but it did work for a lead up to the kind of "emotional response" I wanted when Blackstaff reveals himself as the mastermind. I do like leading them into a deathtrap, however. Especially if Blackstaff was captured in the scene preceding. To fit the scenario in my head, the deathtrap will just need to be an "unescapable" room, so that Blackstaff can gloat and broadcast his victory over the heroes who helped in his humiliation and that he's about to destroy a large portion of the city. He's looking for fame, but missing that, he'll go for infamy.

     

    In the backstory I had in my head, Skunk was killed years ago. Blackstaff murdered him not long after Skunk got out of prison and when Blackstaff began to realize that he'd never be more than a joke. Sort of a "Comedian and Hooded Justice" kind of thing, for the Watchmen fans. I may revise that, however. The Levin/reporter thread my work well, since in her secret ID Levin was a reporter. Perhaps Blackstaff had used the Skunk's equipment originally to mis-lead the PC's and to make it seem he was after Skunk for some kind of pay-back.

     

    Here's the rough part. I HOPE I'd be playing this with the folks who originally played the characters in college, but it might be awhile before that happens. My real life seems to often get in the way of my gaming. :confused:

     

    I appreciate the great ideas! Keep them coming!

     

    Ed

  15. So, after going to GenCon and gaming with my college pal Rick, we’re both interested in getting some kind of game going again. (At least, when my schedule will allow.) We will probably want to play a superhero game, and I’m considering bringing back my old college campaign. I actually have a basic "reintroduction" plot in mind, but I’m having some difficulty getting from the beginning to the end. I will post my ideas here and see what you creative folk can build upon my foundation.

    First, a little background: Back in college, my friends and I had a semi-regular supers game using the Villains and Vigilantes rules (which I still love, despite their clunkiness.) Our group consisted of Mongoose, a martial artist; Rumble, an ex-gang member turned brick; Eclipse, an energy projector with powers based on light and dark; Soulburner, a low powered Spectre type; Levin, a brick/energy projector with bionic limbs and electricity/magnetism powers; and Archangel, a young mentalist. I also had a NPC character called Blackstaff, a martial artist/gadgeteer who would be available if someone new showed up or just as a background hero.

    During one game, I had the group confront a "goofy" villain team. Blackstaff faced off against the Skunk, who had a gas gun. Blackstaff got hit, failed whatever roll he was supposed to make to avoid the effects and became nauseous. I mean REALLY nauseous. This partially happened because I was slightly miffed at the guy who was playing Blackstaff during that game. (He did fail the roll, though! I swear!!) Consequently, Blackstaff became the laughing stock of the PC’s, and no one would ever play the character again.

    The main plot: the characters have learned that their old team mate, Levin, has been murdered. The first character arrives to investigate Levin’s apartment, and is joined by Blackstaff. He tells the PC that he and Levin had been on the trail of a group of apocalyptic cultists. They are looking for some atomic material to create a bomb. They plan to set the bomb off in the city, thereby creating a huge sacrifice to summon some Cthulu-oid type creature that will destroy the rest of the world.

    The characters trail the cultists and eventually get captured. The PC’s awaken to find themselves bound in a lab in one of the tallest buildings in the city. The high priest of the cult makes some speech about the glorious time they live in, dismisses the lower cultists and then begins to gloat. Eventually he will unmask and reveal himself as Blackstaff. (Since they PC’s really never knew anything about Blackstaff, they’ll have no idea who he is when he first removes his "high priest" regalia.)

    After the misadventure with the Skunk, Blackstaff found himself the joke of the superhero community. He has decided he will make himself a notorious villain instead. He cares nothing about the goals of the cult, but he does plan on televising the PC’s humiliation and failure, as well as making sure the entire country knows who was responsible for the destruction of the city.

    Now, there are a couple of ways for the PC’s to escape. They will be in restraints specifically designed for them, but they may be able to work on their team mates bonds and free them. I’m also considering having some or all of the cultists hear Blackstaff’s bragging and turn on him, thereby creating chaos so the PC’s can escape.

    My problem is getting from the opening scenario to the ending scenario. I need to create a trail that will lead the characters to the ambush (which is Blackstaff’s plan all along), but not make it too easy or obvious for them to get there. I’m hoping that Blackstaff’s betrayal at the end comes as a complete shock.

    Any ideas?

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