Skip to main content

G is for Got a New Set of Rules

So for this A-to-Z Blog Challenge I thought I would do a series of villains for the science-fiction/superhero RPG The Ultimate Hero.  At the onset I mentioned this game was in development, that I had played it at a convention last year, and that at that convention I had won a hardcover of the rules.  Or more specifically, the rules at that time.
I got a very encouraging email from the creators of The Ultimate Hero saying how much he liked what I was doing, but also mentioned that they were doing a re-work of the character creation rules right now.  From what he has been saying, the rules tweaking is a very good idea, especially in the way that it streamlines Advantages and Powers.  Some Advantages basically were "low-flash" superpowers, like superhuman strength or toughness.  Others, like Ally or Resources, reflect the whole "perk" idea you see in a lot of games.

Anyways, I don't have the most recent set of rules as a result, and see little benefit in release stats for a out-of-date system.  So for the time being I guess what I'm going to do is just continue to share the character concepts I've creative without the write-ups.

Comments

  1. Character concepts are fine. I like the characters so far and concepts can be used in any game.

    --
    Tim Brannan, The Other Side Blog
    2015 A to Z of Adventure!
    http://theotherside.timsbrannan.com/

    ReplyDelete

Post a Comment

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Hexcrawling a City, an early look

One thing I've been slowly working on for the last year is another fantasy sandbox campaign.  My prior one was generally map-based, although a city featured prominently in it.  As time went by, it lost a lot of its "sandbox" quality and became more directed on my part.  In the process, I think it lost something.

So, after being away from fantasy for a solid year, it's time to get back to it.  I spent some of that last year thinking about cities.   Some fantasy RPG treat cities on a very detailed level, with maps of streets, etc.  But while that's fun "map porn" for GM's, how often would the players actually be seeing or using a map like that?  And how long would it take for them to just accrue that knowledge by exploring the city.  I've lived in my current city seven years, with a car, and I don't know how all the cities line up.  What I know are areas, neighborhoods, etc. some intimately, others not so much.  And if I was going to a new cit…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...