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August 05, 2007

Superhero/RPG rant

Everyone meet the Emerald Knight.  He's a superhero trained by the previous Emerald Knight.  Specifically, he uses a powersuit that grants him super strength, and the armor is super tough.  It also has a few tricks, like enhanced jumping, it can run up to 30 mph if all he's doing is running, and stuff like that, but he doesn't have weapons he uses other than his fists.  He also behaves like a hero.  He gives the villians a chance to surrender.  He tries to disable them so he can take them into the police station.  He tries to protect the weak to the degree that he'll let the villian get away to save some townsfolk.  He's a very traditional hero.

Now, he's parading around with his own supergroup.  The supergroup consists of a lively bunch.  A genie that can grant wishes.  A half-angel healer/holy powered.  A half-demon with magic powers.  A Ghost Rider ripoff with a more powerful version of the Penense Stare.  A palette-swapped Green Arrow.  An robot-girl that has already been told to be toned down severely to make her play nice with the party (and whose player looks for every opportunity to upgrade her).  The final character is a teleporter that travels through the shadow dimension and can One Hit KO villians.  I may be unfair with the last one because he's only been in the game for one session.  The robot-girl is currently at a power level that works with the game right now, so I suppose I might be being a bit rough on her.

Ignoring the fact that most of the party is more powerful than EK, the real big problem is that the party is so powerful as to make challenges, well, not challenging.  Mobility-wise, we have at least three flyers, at least two super-speeders, and we have at least two teleporters.  Getting to places and villains, not so much a problem.

Power-wise, it's hard to come up with a situation that can make all the heroes hesitate.  We've got most of the classical elements covered.   We've got healing and holy powers covered.  We've got "heroes" that can make enemies crumple in pain and cause them permanent psychological damage.  We've got a genie that can wish things right if people ask.

People created their characters without weaknesses for the most part.  Even Superman, the greatest of Mary Sue heroes, has a weakness.  We don't have anything we can really slam against members of the party to make them think twice.

As a bonus, we've got way too many heroes willing to cause real harm to the villains.  We're supposed to take them in so they can be reformed people!

So, translation: it's a superhero team that mostly lacks real superheroes.  Superheroes that people can get behind, and people can root for.  Heroes are people who overcome adversity, both within themselves and in the enemies to win the day.  People who are perfect at the start aren't heroes.

Posted by: Cyndane at 09:02 PM | Comments (1) | Add Comment
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You know, I agree with a lot of this.  The biggest offenders, though, are currently the Ghost Rider clone and the shadow-dimension traveler (he's not actually a teleporter in the strictest sense, as the travel time is the same as the real world).  When I wrote up my super-archer, part of it was to give a power level and moral compass for the party (I have been trying to keep him in the 'subdue for the cops' rather than 'permanently harm the baddies); I also admit to being somewhat of a softie with character ideas, realizing only too late what some of the effects would be.

At least we managed to get rid of the Wonder-Munchkin.

Posted by: The Green Arrow Clone at August 06, 2007 03:52 PM (QnPJr)

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