Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

does anyone have any recommendations for a superhero tabletop system?
Take a look at Prowlers and Paragons Ultimate Edition, people sleep on this one. You can basically emulate any superpower, it's a point-buy system. I like how they define the power levels - Superman's powerlevel has a ton of points and higher stat limits compared to someone like the Punisher, for example.

The downside is the complete lack of material done for it, you will have to put up some work making characters and pretty much everything. If you're doing your own world this is a plus; if you're playing on Marvel or DC universes there's better systems for that.

I'm also curious about Absolute Power, gonna search about it when I can.
 
Not sure if someone's asked this recently, but does anyone have any recommendations for a superhero tabletop system? My group tried Mutants & Masterminds 3e and Savage World Superheroes, but we didn't like either of them. I'm currently looking over MASKS, Absolute Power (which is the most recent version of Silver Age Sentinels), FASERIP - Retro Superhero RPG, and Valor, but I'm looking to cast a broad net and would appreciate a lot of options to look through.
HERO/Champions were simulationist systems from the 80s/90s that might be worth looking into.
 
Not sure if someone's asked this recently, but does anyone have any recommendations for a superhero tabletop system? My group tried Mutants & Masterminds 3e and Savage World Superheroes, but we didn't like either of them. I'm currently looking over MASKS, Absolute Power (which is the most recent version of Silver Age Sentinels), FASERIP - Retro Superhero RPG, and Valor, but I'm looking to cast a broad net and would appreciate a lot of options to look through.
It's been a while but I'm a real big fan of FASERIP. I think it strikes a really good balance between easy enough to understand for a supers game but still has a lot of little granular stuff to work with
 
I get wanting to find some essential truth that would make rpgs important, but at the end of the day, it’s playing pretend but with rules. Instead of picking up a stick and slashing at imaginary goblins, we get statistics and dice rolls to demonstrate combat. We get detailed worlds to explore and develop unique characters to escape reality for a moment. It’s entertainment.
It's really not that hard to design TtRPG. I am a schizophrenic psychotic weirdo and I've done it somewhat successfully. None of them were ever published, but people still tend to use some of the systems I on work.

One of the things I generally hated when walking on them is skills. being overly specialized. Personally, I do agree that some one who is necessarily good at outdoorsmen is a necessarily good with animals. I've met guys who know how to build the most elaborate shelters out of nothing but twine and a knife who. literally hate dogs

However, I really hate the concept of agility, athletics being separate skills in any system, especially only war, that literally makes no sense that you be literally just one skill.

Or insight and interrogation. You're telling me someone who's good at knowing when people are lying is not a good interrogator?

Also, Dodge being different than agility is also kind of dumb. I get it. It would make agility and overpowered skill But seriously, you can just combine some of those things together.

Also find it funny that animal handling is not separate in only war, yet a bunch of other skills are.
 
Not sure if someone's asked this recently, but does anyone have any recommendations for a superhero tabletop system? My group tried Mutants & Masterminds 3e and Savage World Superheroes, but we didn't like either of them. I'm currently looking over MASKS, Absolute Power (which is the most recent version of Silver Age Sentinels), FASERIP - Retro Superhero RPG, and Valor, but I'm looking to cast a broad net and would appreciate a lot of options to look through.
I haven’t tried it myself, but I heard Ascendant is good. Made by the same guy who did ACKS (Alexander Macris)
 
Monsterhearts is so close to a good game about being a dirtbag horny teenage monster with highschool soapopera drama. The PbtA "mostly its 'you succeed but - '" almost works given that every character is sociopath teenager, and the game is about "leveling up" to be not-a-piece-of-shit, so nearly every interaction coming with complications is what works with the system.

The downsides are there is very little GM guidance, just the barest like you get from AW. Additionally, as you you touch on, even 1e talks about "relationships" and not just sex, but its clearly everything is intended to be sleazy and given the characters all are in highschool... while it goes with the theme it raises uncomfortable implications about who would want to play this.
I think the only PbTA game that took the sex move mechanic from Apocalypse World is Monsterhearts and that's for simulating Twilight/Buffy/urban fantasy where it fits the genre a lot more. Plus the playbook that has hypnosis powers in Monsterhearts is the Vampire whose sex move triggers when they refuse to have sex.

Been sitting on these posts for a while because it brings up an issue I have with PbtA games and their relationship with RPG spaces:

PbtA games are not supposed to produce the same kind of experience as D&D, WoD, or a lot of other games. They're like... collaborative improv where you're all characters in the same genre of fiction, and you're making a series of that fiction as a play group, each session being a chapter or episode. It's closer to "freeform RP with some added tools when group consensus is insufficient" than it is to a game where you're trying to win a war and solve puzzles. It's strange to see it occupying the same spaces as "use knowledge of the game mechanics to solve and circumvent challenges" type games, because the intended experiences and "win conditions" are very different.

It may have originated from someone who was frustrated with the RPG scene at the time, but that doesn't... make it the same thing as what many people think of when they hear the word "RPG." Actually, I think it's a pretty good silo for the people that value The Story and The Character Arc (predominantly women), so we don't look for that in a group that's focused on Lord of the Rings-Themed Math and Tactics (predominantly men). Of course there are people that are well-suited to both, but the audiences cluster in those two ways more frequently than they overlap, and they tend to do it along gender lines.

This is something that a savvy businessman should take advantage of - it makes sense to market RPGs to one kind of autist, and market "story games" (for lack of a better word) to the other kind of autist. Instead, we have 5e (and 6e apparently) trying to pull the second market while abandoning the first, and PbtA and PbtA-adjacent games that won't just market to women because they're preoccupied with the dozen reasons that's ~offensive~. (And occasionally something made-for-troons, like Thirsty Sword Lesbians, that winds up being both badly-designed and uncomfortable to look at unless you are a complete degenerate.) Irritating.

EDIT: typo

This is also why you sometimes see mechanics based on interpersonal drama and self-image, instead of concrete powerscaling and skills. The rules aren't really about making a toolbox to construct challenges (GM) or solve tactical problems (players), or on simulating game-reality with perfect fidelity - they prioritize pacing character arcs, incentivizing characters to express (or challenge) their imperfections, moving the spotlight from PC to PC, and forcing PCs to choose between two things they want. Depending on the game (and the preferred drama ported in with it), that choice might be "choose to save the people you care about vs kill the horror forever" or "choose your character's tragic flaw vs the welfare of an NPC they care about". A decision that would be a ruthlessly smart "got both of the things I wanted" move in an RPG might feel like a copout in a story game, because the point of character drama is that you can't have it both ways.

Another PbtA mechanic that supports "making a TV episode together" type play is the convention that on a partial success (7-9 roll in AW), you get what you want with a complication ("with strings wicked attached"). You know how when you watch a good television drama, they don't just have every scene be the main plot, and they sprinkle in detours and side stories and sometimes link them back to the main plot? Success-with-complication is a reliable way to seed those B-plots, and how they come back to bite the main plot. If you add a ton of entanglements like this in an RPG (say, the Star Wars d20 I'm playing with my friends), this gets hard to keep track of very quickly, especially since most RPGs already produce mini-conflicts and problems like "you rolled a 1 and broke your x, logistics and tactics demand you take a detour to replace it or you will be vulnerable." It works fine in PbtA, though, because the whole game is structured for you to improvise entanglements and follow them up. tl;dr RPGs run on logistics and tactics, "story games" run on dilemmas and entanglements appropriate to the genre of fiction. Different skillsets that cluster in different audiences!

Which brings me to the lack of GM guidance:
A lot of the GM guidelines for PbtA games live in knowledge of the genre the PbtA game is set in. Like @Henri Barbusse said: if you've read Twilight or watched Buffy, you have a good idea of what problems, dilemmas, and characters make sense for a Monsterhearts game. You draw on those things to GM the game - both to make suitable conflicts, and to make sure the players are making suitable characters. The rules help you pace the way you deliver the conflict, and balance the way PCs pass it around. (I'm not endorsing MH as a game; the "queer puberty" angle and the sexuality mechanics are creepy and not in a fun way. Makes a lot of sense when you realize that designer Avery Alder, power word Joe McDaldno, is a troon.) Here are two other examples:
  • Apocalypse World - the post-apocalyptic genre is about scarcity, competition, and how you can't rely on anything to last now that the Golden Age is burned to the ground. Most people understand this intuitively, but if they don't, they can watch Mad Max. If you have a good idea for a ruined landscape and the groups who live in it, the game mechanics and directives will help you create the dilemmas from the first sentence.
  • Masks: A New Generation - made to create superhero coming-of-age stories. A lot of superhero media that you might've seen is already a coming-of-age story; the game cites Teen Titans in its inspirations, and a handful of comic book characters in the inspirations for each Playbook. You make up the villains, grown heroes with their grown expectations, and normal people the PCs would be connected to (or port them in from your favorite franchise), and use the rules to make the character drama you'd expect for a superhero story about teens growing up.

This also works with settings that are more on the "detailed" end than the "evocative" end - there's a Bleach-inspired fan supplement for Masks called "The Worst Generation", which details its own factions, places, villains, competitors, and themes. This is vital information for more vague genres like "superpowered battle shounen manga", which cover a broad range of conflicts, power scales, drama, and outcomes unless something nails them down. What better to nail them down than a detailed setting that gives you all that information, and delivers it in a flexible enough format that it can work for an improv-heavy PbtA game?

This brings me to why a LOT of small-time PbtA games fall flat, even when the whole group is seeking a "group fanfiction" type experience: they're not grounded in any meaningful setting or genre. Thus, the game lives and dies on whether the GM can effectively slot in their preferred media or original creation to answer "what kinds of characters, conflicts, and outcomes make sense", and how effectively they can communicate it to their group. "This game is copyright-friendly Naruto, and your characters are all young adults and chuunin" comes preloaded with a set of goals, problems, side characters, and flavor. "This game is based on shounen media about camaraderie and effort" is a recipe for option paralysis, lack of focus, and "is your guy overpowered, or are you playing JoJo while we're playing beginning-of-journey HxH?"

This is a long explanation that serves to say: it would make business sense for PbtA and adjacent games to simply market towards fandoms (books, TV shows, etc), rather than marketing towards RPG spaces as a whole. If you read the entire spoiler, you understand how both the audience and the skillset suitable to play those games is closer to that of collaborative writing or fanfic than AD&D and wargames.
 
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PbtA games are not supposed to produce the same kind of experience as D&D, WoD, or a lot of other games. They're like... collaborative improv where you're all characters in the same genre of fiction, and you're making a series of that fiction as a play group, each session being a chapter or episode. It's closer to "freeform RP with some added tools when group consensus is insufficient" than it is to a game where you're trying to win a war and solve puzzles. It's strange to see it occupying the same spaces as "use knowledge of the game mechanics to solve and circumvent challenges" type games, because the intended experiences and "win conditions" are very different.
I said before that PbtA games are pure narrative names for people who need to feel like they aren't playing a pure narrative game. They are also lazily made with nearly universally piss-poor GM guidance. Like just accept you want to write Fallout fanfiction with a group.
 
There's also the matter that unless tooled correctly and worked with, which even the game that fucking created this system didn't do, it basically forces the GM/MC/DM/Whatevergimmickyfuckingname to put the legwork to tune that shit up themselves. They often do not set up conditionals for partial successes, nor do they give much of a setting. Apocalypse World had dick all in this respect, and the monsters and threats were all shit you had to do.

Look, I'm a homebrew machine; I love making my own settings so I can ignore ass lore, retweak things to have a twist, and so on. It's a big factor for why I like the Chronicles of Darkness splats a lot. But for someone starting out or who prefers to work with settings and adventure splats? These books tell them to eat shit and die. You have to essentially fly or die in making a setting work, which yeah, is part of the fun, but honestly it's nice to just have.

Hell, Apocalypse World even failed at giving examples so people could understand how to play. It actually sucks in showing how the game even works. And to top it off, it was written like a drug addict speaks; it repeats itself endlessly to get more pages in to make money.

I'd reckon the lady players and those who want to RP would maybe like Monsterhearts more... but honestly it's beaten just by the World of Darkness. And that system isn't hard at all to learn, especially for LARPs.

It was just a bunch of fart huffers who clearly rarely played listening to an academic who NEVER PLAYED THE GAMES HE TALKS ABOUT.
 
I've got a big playtest for my game tomorrow, on Tuesday. 4-5 hours or so, on the more reasonable end. Work on the content for the one-shot is continuing but I've been on this blitz since Friday evening and haven't given myself a chance to relax until now. It's worrying-- I'm not 100% proud of my product. There's a lot of glaring problems with things like the initiative and character creation that I'm hoping to patch up with an update soon. A sort of shoddy and exhausting Sunday game really killed a lot of confidence I had, but I think it was necessary because it did reveal certain problems to me that I can sort of account for when running the one-shot tomorrow.
My own players say they find the game extremely fun and they enjoy almost every step of it, so I'm sure it'll be alright. It's late, so I need to rest well tonight, print out the keys I'm going to be using, make one more monster token, and then it'll be finished. I don't even know why I'm writing and posting this here, I think I'm just exhausted. Extremely so. I've felt pretty spaced out and sort of "unreal" since I started work on Friday.
Has anybody here made and designed their own game?
 
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There's also the matter that unless tooled correctly and worked with, which even the game that fucking created this system didn't do, it basically forces the GM/MC/DM/Whatevergimmickyfuckingname to put the legwork to tune that shit up themselves. They often do not set up conditionals for partial successes, nor do they give much of a setting. Apocalypse World had dick all in this respect, and the monsters and threats were all shit you had to do.
Apocalypse world and its consequences has been a disaster for the human race.
 
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Take a look at Prowlers and Paragons Ultimate Edition, people sleep on this one. You can basically emulate any superpower, it's a point-buy system. I like how they define the power levels - Superman's powerlevel has a ton of points and higher stat limits compared to someone like the Punisher, for example.

The downside is the complete lack of material done for it, you will have to put up some work making characters and pretty much everything. If you're doing your own world this is a plus; if you're playing on Marvel or DC universes there's better systems for that.

I'm also curious about Absolute Power, gonna search about it when I can.
Its BESM 4e but for Supers and full of shitlib nonsense. Like, i shit you not, George Floyd and BLM nonsense.
 
The City-State of The Invincible Overlord Kickstarter Backerit is up. Goodman started it a week early, is asking for $200 for the print version, there are no reproductions of the original publication, and there is no combined print+PDF option. Now, this is a set of four lengthy illustrated gamebooks, a guide, and a collection of maps, so the asking price isn't unreasonable when considering all that you get (still out of my price range). The PDFs alone are $130, though, which is bullshit. Even with these limitations, the campaign has raised over $400k with a week to go.

People on Reddit are saying that the lack of PDF bundling is due to GG's contract and not a choice on Goodman's part, which I believe. Bledsaw Jr. has some kind of psychological disorder that compels him sabotage any effort to make his father's JG material available to modern gamers. I hate the sort of person who pirates media just to own a problematic creator, but in this case none of it is getting to him anyway, and some is actually being funneled to a social justice group, so it really doesn't matter.
 
Its BESM 4e but for Supers and full of shitlib nonsense. Like, i shit you not, George Floyd and BLM nonsense.
I knew it was the same mechanical system as BESM (which I don't have any experience with), didn't know any social justice shit. Guess I'll probably leave it aside then.
 
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I just had the most murder-hobo session I've ever had. We're playing a space pirate campaign in GURPS, and we got a mission from the pirate guild that some valuable contraband was being held in a sparsely defended outpost on a not vitally important world that was a hub point in a hyperlane system. The raid was going fantastic, we led a ground assault, took out the point defenses, infiltrated the bunker and took out the anti-air batteries and took out the remaining defenders before they could get out a distress call, and checking the logs we discovered that status updates are only sent at shift changes, which we had six hours until there was meant to be another. All the time in the world to loot. We called in the captain who flew down with a transport shuttle and fighter escort. It was an uncharacteristically professional mission (last session we got party wiped in a bar brawl). It got time to roll loot tables, and one thing that came up was a crate of an unidentified ore. Before opening the crate, I had the brilliant idea to check if it was at all radioactive.

Turns out that yes it absolutely was. Even through the shielded crate it was registering, meaning if we opened it we all would have been exposed to lethal levels of radiation. I went to a computer terminal to try and find an invoice to identify what it was, and crit failed my computer operations roll. I accidentally sent out a distress call. Then the GM had us roll the "you fucked up" die to see how bad it was. We rolled a 1, which meant there was a patrol in system that answered it. So instead of six hours, we now had 10 minutes. Our captain jumped into the fighter and back onto our ship while we frantically prepped the cargo to be loaded in the transport. The patrol arrived, three ships, which after a lucky space battle the captain took two out while the other escaped.

Thinks took a turn for the worst when I failed my freight handling check when moving the crate of radioactive ores, being a skill I didn't have so I rolled at a penalty. I failed by 1, meaning I dropped the crate, cracking it and exposing the assault team to radiation. The GURPS rules on radiation are fucking brutal, two of the crew went blind right then and there, and because my armor had some radiation shielding I remained ambulatory. I left the crate where it was and set a plasma grenade on a timer to blow it up out of spite. My intent was to make an elephant's foot and ruin the day of whatever bastards came to investigate. When the grenade went off, a large chunk of the planet blew up. Turns out that ore was a rare element used to make warp gates. By accident I killed hundreds of millions of people, doomed the rest of the world to a slow death, and the ship that got away probably will be able to identify us. It's not so much the galactic authorities we're worried about, at least not immediately, it's the pirate guild who are going to be pissed that we brought so much heat for what was supposed to be a simple smash and grab. I can't wait for the next session.
 
I knew it was the same mechanical system as BESM (which I don't have any experience with), didn't know any social justice shit. Guess I'll probably leave it aside then.
Is you going to try it, pirate the PDFs. I don't think that much different of Tri-Stat DX to worth the effort. The rules are Okay, but the settings updates are all over the place.
 
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Sorry for coming in cold like this, but after about a 5-year hiatus due to the pandemic and my life basically falling apart, I have decided to start running games again. Pre-pandemic, we ran 3E from the early 00s and Pathfinder all throughout the 2010s. I have now collected a group of very new players with zero DnD experience.
I am looking to convert some cute little 1-shots that were written for Pathfinder into 5E, since PF is basically dead and everyone seems to be leaning towards 5E.
Can anyone recommend any good tools to make this more easy and streamlined as opposed to me literally going through both sets of books and trying to do it manually?
Thanks.
 
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