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	<title>Comments on: Three Tips for Running Memorable Supers Games</title>
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	<link>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games/comment-page-1#comment-3943</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Fri, 08 Sep 2006 11:54:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=463#comment-3943</guid>
		<description>Supers games are great fun.  In the one I played we used lego people as regular people in the city, a carboard construction paper set of a cityscape, and paper cutouts of heromachine characters for the superheroes.</description>
		<content:encoded><![CDATA[<p>Supers games are great fun.  In the one I played we used lego people as regular people in the city, a carboard construction paper set of a cityscape, and paper cutouts of heromachine characters for the superheroes.</p>
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		<title>By: Walt C</title>
		<link>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games/comment-page-1#comment-3935</link>
		<dc:creator>Walt C</dc:creator>
		<pubDate>Fri, 08 Sep 2006 02:58:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=463#comment-3935</guid>
		<description>One thing that sets a typical Supers game apart is the use of colorful costumes.  Unfortunately, unless you are using established heroes and villains (or no costumes), it can be problematic to describe outfits to the players.

Toward that end, I use the HeroMachine a lot to generate costumed heroes and villains.  You can get the 1.0 version free, but I&#039;d recommend purchasing 2.0.

For secret identities and non-super NPCs I cast real actors and actresses in the roles (something I prattled on about in a previous post).</description>
		<content:encoded><![CDATA[<p>One thing that sets a typical Supers game apart is the use of colorful costumes.  Unfortunately, unless you are using established heroes and villains (or no costumes), it can be problematic to describe outfits to the players.</p>
<p>Toward that end, I use the HeroMachine a lot to generate costumed heroes and villains.  You can get the 1.0 version free, but I&#8217;d recommend purchasing 2.0.</p>
<p>For secret identities and non-super NPCs I cast real actors and actresses in the roles (something I prattled on about in a previous post).</p>
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		<title>By: VV_GM</title>
		<link>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games/comment-page-1#comment-3927</link>
		<dc:creator>VV_GM</dc:creator>
		<pubDate>Thu, 07 Sep 2006 20:04:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=463#comment-3927</guid>
		<description>Like I said in the post, start off using toy car sets that you can find in most stores. I personally like the Kid’s Connection line at WalMart. The sets usually include small figures (perfect for civilians and minor crooks), various vehicles, assorted props (street lights, signs, etc.), and maybe a simple structure/building all for about $10 or less. Of course the model railroad buildings are much better, but they are much more expensive as well for what you get, although occasionally you can get a great deal on them.

As for the impact of super powers on the world’s existence, well that is the same as the topic of magic’s impact on the world’s existence (check out the 9/5/2006 post “Making Magic in Fantasy RPGs” by tsuyoshikentsu).
If you are emulating your favorite comic book universe then that will decide how pervasive super powers are into everyday life. You can have the middle ground which is similar to what the DC and Marvel universes are like. The technology that you describe is not common in those universes, but from a universe viewpoint the same technology is not impossible nor is it undiscovered.

Then you can have the two extremes, both represented very well in Allen Moore’s modern classics Watchmen and Top Ten.
In Watchmen, there is only one being who actually has super powers and all of the other heroes/villains are actually mortal human beings. There the appearance of this one super person changed everything, including technology and global politics.

In Top Ten, everyone has either super powers or highly advanced technology and the cops at precinct 10 have to deal with all of the headaches that come with that sort of population. Yes, the police also have super powers and highly advanced technology, but they are still “everyday” people when off duty.

So as the Gm you should decide at the beginning just how “super” those powers really are. Does the local police department have a special unit dedicated to enforcing the law amongst the Supers population? Or do they cringe in fear when one of those god-like beings strolls into town? Both of these situations are totally your call.

In the end, my only advice on this matter is to do what feels right with your particular style of GMing but to be consistent with that decision. If the local grocery store has a robot serving the customers, don’t say that the Army is years away from developing laser rifles. If every town has a super hero, don’t have everyday citizens suffer a nervous breakdown when one of your PCs flies by. Get a good rhythm going with the game and don’t change it unless it is part of the story.</description>
		<content:encoded><![CDATA[<p>Like I said in the post, start off using toy car sets that you can find in most stores. I personally like the Kid’s Connection line at WalMart. The sets usually include small figures (perfect for civilians and minor crooks), various vehicles, assorted props (street lights, signs, etc.), and maybe a simple structure/building all for about $10 or less. Of course the model railroad buildings are much better, but they are much more expensive as well for what you get, although occasionally you can get a great deal on them.</p>
<p>As for the impact of super powers on the world’s existence, well that is the same as the topic of magic’s impact on the world’s existence (check out the 9/5/2006 post “Making Magic in Fantasy RPGs” by tsuyoshikentsu).<br />
If you are emulating your favorite comic book universe then that will decide how pervasive super powers are into everyday life. You can have the middle ground which is similar to what the DC and Marvel universes are like. The technology that you describe is not common in those universes, but from a universe viewpoint the same technology is not impossible nor is it undiscovered.</p>
<p>Then you can have the two extremes, both represented very well in Allen Moore’s modern classics Watchmen and Top Ten.<br />
In Watchmen, there is only one being who actually has super powers and all of the other heroes/villains are actually mortal human beings. There the appearance of this one super person changed everything, including technology and global politics.</p>
<p>In Top Ten, everyone has either super powers or highly advanced technology and the cops at precinct 10 have to deal with all of the headaches that come with that sort of population. Yes, the police also have super powers and highly advanced technology, but they are still “everyday” people when off duty.</p>
<p>So as the Gm you should decide at the beginning just how “super” those powers really are. Does the local police department have a special unit dedicated to enforcing the law amongst the Supers population? Or do they cringe in fear when one of those god-like beings strolls into town? Both of these situations are totally your call.</p>
<p>In the end, my only advice on this matter is to do what feels right with your particular style of GMing but to be consistent with that decision. If the local grocery store has a robot serving the customers, don’t say that the Army is years away from developing laser rifles. If every town has a super hero, don’t have everyday citizens suffer a nervous breakdown when one of your PCs flies by. Get a good rhythm going with the game and don’t change it unless it is part of the story.</p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2006/09/three-tips-for-running-memorable-supers-games/comment-page-1#comment-3926</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Thu, 07 Sep 2006 16:54:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=463#comment-3926</guid>
		<description>Wow, I&#039;d never have considered miniatures important to Supers games... but if they have the effect you&#039;re mentioning (encouraging use of terrain and props), it sounds like something I should investigate.

What do you do about the impact of super powers existance on a world?  Do you hand wave it in general (like, the cool robot PC&#039;s capabilities are way beyond today&#039;s mainframes, but no one else has super-smart super small technology)?  Or do you try to ripple the effect-- so the robot PC implies there are companies, and cell phones are powerful enough to hack the pentagon?</description>
		<content:encoded><![CDATA[<p>Wow, I&#8217;d never have considered miniatures important to Supers games&#8230; but if they have the effect you&#8217;re mentioning (encouraging use of terrain and props), it sounds like something I should investigate.</p>
<p>What do you do about the impact of super powers existance on a world?  Do you hand wave it in general (like, the cool robot PC&#8217;s capabilities are way beyond today&#8217;s mainframes, but no one else has super-smart super small technology)?  Or do you try to ripple the effect&#8211; so the robot PC implies there are companies, and cell phones are powerful enough to hack the pentagon?</p>
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