10-16-2016, 08:14 PM | #41 |
Join Date: Dec 2004
|
Re: The Anti-Super Squad
Seems to me you'd want to vary personnel to the task. It might make sense to have the players have multiple PCs for the various phases of the operation.
First step would be gathering information on the target and determining an appropriate course of action. In GURPS Action terms, you'd want Investigators, Hackers and Cleaners to determine what you're up against, weaknesses and actions you could take. Also someone with high Psychology, Empathy and Intuition to determine how the target will react. Next, you determine course of action. For the Speedster, perhaps some social engineer to draw the speedster into a trap. Then someone to design a trap for the speedster - some kind of locked room, which then fills with gas that hopefully acts fast enough to take out the speedster. Then maybe put him in some prison at the bottom of the ocean, watched and controlled remotely. For the mentalist, I assume his scanning affects minds but not machines. In which case, monitor him remotely by drones, hacking surveillance systems (or just using them if you're the government), etc. Then use some sort of remote control method to take him out and stash him in that underwater prison (or somewhere else remote.) That's more of a Hacker/Wire Rat job. Social engineering is another option, as mentioned - make someone's life miserable or better still, if they're already miserable, offer to help them out. |
10-16-2016, 08:14 PM | #42 |
Join Date: Dec 2015
Location: New York, NY
|
Re: The Anti-Super Squad
What about the 'turn one super against another'? That's basically the plan of the bad guys in Batman vs. Superman and Captain America: Civil War.
Though this is less the kind of operation a government would do, than an individual. Turning supers against each other doesn't require the vast resources that governments have, but does have a lot of side casualties (except in those movies, where there's always a convenient empty lot for the heroes to battle in...). Plus, say that happens, and one super beats the other. Now you've still got to deal with the winning super. |
10-16-2016, 09:13 PM | #43 |
Join Date: Dec 2007
|
Re: The Anti-Super Squad
Or you know just go splat. Because if they can't take a terminal velocity collision, they would have killed themselves already.
|
10-16-2016, 09:21 PM | #44 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
Re: The Anti-Super Squad
David Johnston2 has pretty much nailed it. Those characters are designed to be unbeatable. They're deific-level. The only way normals are ever going to beat them is with Deus ex machina; the way Batman tends to win.
And that is my point. While, yes, the GM does want the players to succeed, the players want to succeed or fail on their own merits and not just have it handed to them. Batman wins because the story says he will--and he'll look "awesome" doing it. But, actually trying to game that situation is incredibly unsatisfying. GMs don't tend to throw characters into a completely unwinnable situation and expect them to Batman their way out of it--that doesn't work. Players just aren't that clever (and I have some ridiculously clever players). It works in fiction because the author has complete control over the narrative and story. In a game, the GM just doesn't. If they do, then it's not a game, it's watching the GM tell a story that your characters don't matter in. In a story, it's possible for the author to say that Batman throws his battarang and cuts the correct wire one second before the bomb goes off and disarms it. In a game, Batman has to make that roll. And if he botches it . . .? And what if the fight takes more or less time than you expected? What if the player doesn't understand the threat and prioritizes incorrectly? What if they're out of position during that all-important last second? The GM can't control those things like the author can. Sure, the GM can say "nope, I'll make this roll" then dictate what their narrative demands, but that's taking all agency from the players. It isn't fun, because the player didn't get to do it. Everything in Batman is done for narrative convenience, not because someone is playing it as an RPG. Last edited by Mark Skarr; 10-16-2016 at 09:23 PM. Reason: corrected a sentence to make more sense |
10-16-2016, 09:34 PM | #45 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: The Anti-Super Squad
In a game Batman can have Luck and Serendipity. Or he can be allowed to spend points on successes, effect, and player guidance (possibly Wildcard points from Ninjitstu! and Detective!). Or he can have access to all of the above.
|
10-16-2016, 09:52 PM | #46 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: The Anti-Super Squad
I think Cole hits the most salient point: Batman has some narrative agency and the best way to represent that is with agency-granting mechanics: Gizmos, Wildcard Points, etc.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
10-16-2016, 10:08 PM | #47 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: The Anti-Super Squad
You could even probably limit his Serendipity to stuff that could be explained by him being "crazy prepared".
|
10-17-2016, 01:44 AM | #48 | |||||||
Join Date: Jul 2013
|
Re: The Anti-Super Squad
Quote:
Quote:
I'm also not necessarily envisaging PCs, this might make for an interesting game, but the challenges I'd present to the PCs wouldn't be enemies of this level. They might not be far off though, my players can be pretty damned ingenious. The most important difference would be that the enemy would be clearer defined, I'd know their exact capabilities, what would work and what wouldn't, as opposed to the generic examples of listed so far. All that said, the obvious answer to 'What if he botches it?' is people die, bad things happen. I don't tend to pull my punches as a GM, and if you fail then it has consequences. Quote:
Quote:
Quote:
Quote:
Finally, thank you for going over the proposed solutions and finding the flaws, that's actually very helpful. However, you haven't proved they're unbeatable, just found a way that doesn't work. Quote:
|
|||||||
10-17-2016, 04:33 AM | #49 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: The Anti-Super Squad
This would be an interesting alternative Monster Hunters game. I would look at the templates there.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-17-2016, 09:01 AM | #50 | |
Join Date: Oct 2007
Location: Vermont
|
Re: The Anti-Super Squad
Quote:
That's exactly how you'd do GURPS The Reckoners: It's simply MH where the monsters are supers ("Epics").
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
|
Tags |
supers |
|
|