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#10 |
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Join Date: Nov 2011
Location: South Dakota, USA
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Something that could be applied on its own, or alongside many other suggestions in this thread... but that is hard for me to word succintly. XP
Make sure everyone understands the kind of superhero setting you're aiming for, so that they know what to emulate and where to think outside the box. This applies to relationships (personal or organizational), equipment, and even how one uses their powers. For example, how creative can the Brick get with applications of super strength? I don't mean "Well, I'm so strong my lungs can compress the air until it becomes a liquid!" but "I'm so strong I can open locked doors by pushing my finger through the locking mechanism." or "So they're attacking at range? So will I, since there's plenty of concrete here for me to rip and toss!"
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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