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Old 01-02-2019, 09:34 AM   #11
Black Leviathan
 
Join Date: Sep 2018
Default Re: Marvel heroes and origins.

I'm going to offer an answer that may not feel very helpful but I hope you'll take it to heart. Be sure that this is a GURPS game. GURPS is able to handle super-human characters much better than it did in previous versions but it is much more like Watchmen, much less like Marvel. Even considerable houserules won't make a game that's going to feel like the Uncanny Xmen or Alpha Flight. Certainly see what you can do with the rules but be critical of whether or not there's a more suitable game system for the story you want.
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Old 01-02-2019, 10:18 AM   #12
Phantasm
 
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Default Re: Marvel heroes and origins.

Quote:
Originally Posted by Black Leviathan View Post
I'm going to offer an answer that may not feel very helpful but I hope you'll take it to heart. Be sure that this is a GURPS game. GURPS is able to handle super-human characters much better than it did in previous versions but it is much more like Watchmen, much less like Marvel. Even considerable houserules won't make a game that's going to feel like the Uncanny Xmen or Alpha Flight. Certainly see what you can do with the rules but be critical of whether or not there's a more suitable game system for the story you want.
See, this I disagree with. In my current Marvel game we make liberal use of Action 2: Exploits, Power-Ups 5: Impulse Buys - with each character having a set pool of Action Points that refresh every session - and Gun-Fu, among other cinematic options, and the game feels much more like Avengers or Young Justice than Watchmen.

It probably helps that I said "250 point Action characters before powers", encouraging use of Action 4: Specialists, no real cap on the powers, with "super-normal" power sets available, and superhero uniforms are made of ballistic fabric. I also allow Foresight from the Action Pyramid.
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
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Old 01-02-2019, 03:03 PM   #13
AlexanderHowl
 
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Default Re: Marvel heroes and origins.

I think one thing to consider is that certain characters break any system (the Hulk or Superman). Depending on which version of the Hulk, the minimum build is around 2,000 CP, and you could argue that he easily goes up to 4,000 CP. The minimum Superman is 1,000 CP and he easily gets up to 8,000 CP in his more ludicrous versions.
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Old 01-02-2019, 03:36 PM   #14
Refplace
 
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Default Re: Marvel heroes and origins.

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Originally Posted by AlexanderHowl View Post
I think one thing to consider is that certain characters break any system (the Hulk or Superman). Depending on which version of the Hulk, the minimum build is around 2,000 CP, and you could argue that he easily goes up to 4,000 CP. The minimum Superman is 1,000 CP and he easily gets up to 8,000 CP in his more ludicrous versions.
I disagree that a high point total breaks the system though.
Now, playing characters like that have similar problems to writing them in the comic books in its tough to come up with convincing story lines that dont require plot devices because they ae so powerful. But thats not a problem with the system itself.
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Old 01-02-2019, 03:39 PM   #15
naloth
 
Join Date: Sep 2004
Default Re: Marvel heroes and origins.

Quote:
Originally Posted by Black Leviathan View Post
I'm going to offer an answer that may not feel very helpful but I hope you'll take it to heart. Be sure that this is a GURPS game. GURPS is able to handle super-human characters much better than it did in previous versions but it is much more like Watchmen, much less like Marvel. Even considerable houserules won't make a game that's going to feel like the Uncanny Xmen or Alpha Flight. Certainly see what you can do with the rules but be critical of whether or not there's a more suitable game system for the story you want.
I'd somewhat agree that GURPs needs a few extra tweaks if you want your game to be more cinematic and handle a broader range of power in the same manner that Marvel or DC does.

Fortunately, I've found a set of tweaks that work well for our cinematic gaming without requiring too much change.
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Old 01-02-2019, 04:27 PM   #16
Phantasm
 
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Default Re: Marvel heroes and origins.

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Originally Posted by naloth View Post
I'd somewhat agree that GURPs needs a few extra tweaks if you want your game to be more cinematic and handle a broader range of power in the same manner that Marvel or DC does.

Fortunately, I've found a set of tweaks that work well for our cinematic gaming without requiring too much change.
If you don't mind me asking, which tweaks have you made? So far, most of my own tweaks are optional rules already in print, coupled with setting attribute caps.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 01-03-2019, 10:19 AM   #17
naloth
 
Join Date: Sep 2004
Default Re: Marvel heroes and origins.

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Originally Posted by Phantasm View Post
If you don't mind me asking, which tweaks have you made? So far, most of my own tweaks are optional rules already in print, coupled with setting attribute caps.
The biggest one is log ST (KYOS). I also extended that formula to apply to equipment to bring equipment DR and damage down. That makes abilities more important overall and helps the egg shell/red mist issues.

I also implemented the suggestion (Rev or Kromm) posted to convert Affliction to 10 + 2/lvl, and Rev's house rules on DR Absorption.
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Old 01-03-2019, 12:19 PM   #18
Black Leviathan
 
Join Date: Sep 2018
Default Re: Marvel heroes and origins.

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Originally Posted by Phantasm View Post
See, this I disagree with. In my current Marvel game we make liberal use of Action 2: Exploits, Power-Ups 5: Impulse Buys - with each character having a set pool of Action Points that refresh every session - and Gun-Fu, among other cinematic options, and the game feels much more like Avengers or Young Justice than Watchmen.
I'll confess no experience with Action 2: Exploits. My main concern was with the core rules do with your prospects of being hit by a bus or what an explosive shockwave does to a neighborhood full of innocent bystanders. I'm sure you can contour the rules to Marvelize GURPS but at some point of the sculpting I think there's value in seeing if mechanics designed t the task might suit the game better.
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