06-30-2016, 11:50 PM | #71 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Capebusters -- brainstorming a single-setting game
The alcohol comment sparked a thought. What if whatever caused Supers had a fairly universal side effect? The side effect being reduced inhibition.
The explanation being that supers have a part of their brain hyper developed to cause their powers to manifest. This hyper development comes at the cost of the part of the brain that relates to inhibition. Side effects include thinking that brightly colored spandex and lycra are wise fashion choices. Increased penchant for crime and other disruptive behaviour would also be part of the package. There may even be a medical syndrome related to super powers
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
06-30-2016, 11:57 PM | #72 |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Capebusters -- brainstorming a single-setting game
I like that. Where did you see it? :)
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
07-01-2016, 12:17 AM | #73 | |
Join Date: Mar 2014
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Re: Capebusters -- brainstorming a single-setting game
Quote:
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07-01-2016, 01:05 AM | #74 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Capebusters -- brainstorming a single-setting game
So? As long as the masked guy is proven retroactively correct, I can't see society feeling too badly about the result.
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07-01-2016, 07:23 AM | #75 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Capebusters -- brainstorming a single-setting game
I believe it was quoted in Arthur Koestler's book The Act of Creation, which I first read in the mid-sixties, but it wasn't original with him.
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Bill Stoddard I don't think we're in Oz any more. |
07-01-2016, 08:08 AM | #76 |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Capebusters -- brainstorming a single-setting game
Now, there's a slippery slope.
__________________
-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
07-01-2016, 09:34 AM | #77 |
Join Date: Feb 2014
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Re: Capebusters -- brainstorming a single-setting game
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07-01-2016, 10:06 AM | #78 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Capebusters -- brainstorming a single-setting game
I was more talking about actual decision making than how decisions 'should' be made. If something is reliably right, even if we don't know why, there's a tendency to trust it.
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07-01-2016, 02:56 PM | #79 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Capebusters -- brainstorming a single-setting game
In comic books and TV, the skeptic is almost always the delusional butt monkey mocked to no end. But in reality, they're often right.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
07-01-2016, 04:02 PM | #80 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Capebusters -- brainstorming a single-setting game
In comic books and TV, rules and regulations are obstacles preventing the heroes from doing the Right Thing. In reality, they generally exist to prevent people from doing the Wrong Thing, and often are based on incidents where people did the Wrong Thing.
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