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Wildcard member, 1030 posts Thu 17 Feb 2022 at 15:53 |
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tmagann member, 762 posts Thu 17 Feb 2022 at 15:59 |
Well, the use the old Superworld Rules for the supers version of BRP (mostly, at least), and I used to play that a fair bit back in the 80s. We liked it. | |||||
Jeffrywith1e member, 56 posts Geek dad Mon 7 Mar 2022 at 23:13 |
There was this short adventure published for Mythras which is a BRP d100 cousin. https://www.drivethrurpg.com/p...DM124-Agony--Ecstasy | |||||
liblarva member, 741 posts Mon 7 Mar 2022 at 23:21 |
Chaosium, makers of Basic Roleplaying, put out a game called Superworld back in 1983. It was so good and so engaging that a bunch of writers became obsessed with it, to the point where some of them nearly lost their writing careers. They collectively created a series of shared-world anthologies, short stories, and novels set in their version of the game. These are collectively known as the Wild Cards World. Two of the authors you might recognize are Melinda Snodgrass and George RR Martin. So yeah, I'd say it works well enough. | |||||
forkedspoon member, 1 post Wed 27 Apr 2022 at 17:04 |
This message was deleted by a moderator, as it was against the ToU, at 18:01, Wed 27 Apr 2022. | |||||
Z-master member, 3 posts Mon 19 Dec 2022 at 04:19 |
I gamemastered Superworld for years and it worked extremely well, till I wrecked my game by converting it to Hero system and then to other systems when that proved too crunchy for my players and myself. Superworld is lean, fast, and easy to learn, gamemaster, and play. You will probably like it, your players will probably learn it easily and like it, and it does a great job of giving you the kind of super action that happens in the Wild Cards books. The Superworld books are all cheap at DriveThruRPG. So far, so good. The down side is that Superworld is severely limited. For example, there are no vehicle rules. You can have helicopter piloting skill, but in game mechanic terms there is nothing to pilot. The villain jumps into his getaway vehicle, and the gamemaster just has to say that he gets away or that he doesn't. It's the same with laboratories. You can have percentage skill rolls in sciences, but the laboratory you are using is pure gamemaster imagination. And so on. My advice is to think seriously about the limits of the game before you begin, and either accept them once and for all or go with a system that covers what you need. I would never try to change systems in mid-campaign again. | |||||
Alyse member, 806 posts Pretty, witty, and gay [married since 2011!] Mon 19 Dec 2022 at 12:12 |
Easy enough to port rules from other BRP or BRP-derived builds like Call Of Cthulhu, Mythras, OpenQuest, etc.. Revolution D100 has some lovely invention rules, for example, albeit geared more toward a steampunk aesthetic than modern superheroes. That's one of BRP's strengths, you have all sorts of material to pull ideas and mechanics from. | |||||
tmagann member, 824 posts Mon 19 Dec 2022 at 17:29 |
I don't remember how much tech made it into Superworld as a stand alone product, as it's been a few decades. But we are talking about BRB Superworld. Helicopters are on page 271 (in with the Vehicle rules). Lots of weapons and ammo, up to artillery. Historic, Modern, and Futuristic (which is good for Super Inventors) PLUS rules for making "Equipment with Superpowers" on page 246. That allows you to build pretty much anything you want, although there is a fair bit I didn't cover. I'm not seeing the lack of tech, and specifically Vehicle Rules, claimed. Quite the opposite, I found it very easily. Superworld works well, and if you don't like that system for Psionics or Magic. BRB has other options. Plenty of tech, including robot and mecha rules, variations on empowering NPCs to keep the PCs guessing, poisons...about all I didn't find was diseases, but I wasn't looking. As I recall, the only drawback is that your powers grow slowly, as you earn basic stats the hard way: training is limited and experience gains are rare, so your powers will tend to be fixed in level. Not necessarily a big issue, but different from other game systems. This message was last edited by the user at 17:30, Mon 19 Dec 2022. | |||||
Z-master member, 5 posts Mon 19 Dec 2022 at 22:40 |
I never saw Worlds of Wonder, so you have the advantage over me there.
Old Superworld ran to 134 pages for the boxed set, so this is a great improvement. I did not experience the experience rules as a negative, nor did my players. As you said, it's not worse, just different. My praise stands. This is a game that's easy to understand and quick to learn to gamemaster (even if you are young and impatient), easy to teach to your players, fun to play, and true to some types of superhero action. This message was last edited by the user at 22:42, Mon 19 Dec 2022. | |||||
pdboddy supporter, 771 posts EST/EDT [GMT-5/GMT-4] Thu 22 Dec 2022 at 17:05 |
So your username checks out. Are you messing with us? :P You might also find the Champions RPG of interest, Superworld is kind of a loveletter to Champions. | |||||
Z-master member, 10 posts Sat 24 Dec 2022 at 20:12 |
All true. Merry Christmas! |
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