Monday, March 10, 2014

Legendary Might - Revisited

Mmm...Monday morning and for a change I had plenty of time. Well, not plenty, but more than usual. And as one might expect, I squandered most of it. Sheesh.

But I've had a lot on my mind. Today is March 10th and, originally, my family was slated to be on a plane back to Seattle Wednesday (arriving the 13th...it is a loooong trip, even by air). Now, it appears that will be pushed back a week or more, at least for my wife. Not sure if D and I are going to be delayed as well; it depends on how much the wife's client wants to spend on changing the tickets...close to four grand a pop (which is disgusting when you consider I haven't broken five figures in three plus years of selling books. Obviously, I picked the wrong hobby for a side job!).

Anyway, this just means that this week's posting will be lighter (especially on content) as we figure out what needs to be packed and what needs to be done (here) while we're in Seattle. Plus, I started working (again) on a new game. No, not a GM-less one...I'm returning to my little superhero opus, Legendary Might. Though I'm considering changing the title to something like "SuperGroup Omega;" I really want to make the game more team oriented.

Legendary Might was a good start...and playable...but it was missing some of the things I'm looking for in a game. For instance, remember me talking about how much fun I find chargen in Heroes Unlimited? There's a proper balance to strike between detail and speed/ease of character creation. The DMI system is cool because it's both specific and abstract; suggestive, yet doesn't pigeon-hole players. Plus, I like the minimalist classes (i.e. "power types") included and the minor tweaks they bring. But I'm not sure I totally dig DMI's normal hit point system for Legendary Might. And I found a way to get a little more specific with the chargen to better pour yourself into the character: the addition of attributes (I considered calling them "abilities" but they represent more than what a character is "able to do"). These don't require any extra dice rolling, by the way, but rather use the cards already dealt, provide narrative value, and act as a refresh/reward system. I statted up 30-40 comic book superheroes this way (278 entries on my spreadsheet), and am quite happy with how it's looking...when you can do Superman down to Robin, the Hulk and the Punisher...well, that's neat. It's a little more work than Marvel's FASERIP, but it has a lot more color and specificity...which to me is getting closer to that granularity I like.

The next step is working on the actual play structure, especially involving plotting (and subplots) and scene construction. I've got a lot of different games to look at for inspiration, including Marvel, With Great Power, and Capes; I'll probably looking at a lot of these collaborative RPGs for ideas as well. Most supers RPGs harken back to a D&D-esque play structure, minus the dungeon (i.e. "no structure other than what the GM uses") which is, ultimately, too much work for Yours Truly, so I need to come up with something a little more mechanical.

Okay...more later.

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