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ruckusmanager Profile
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Registered: 09-2012
Posts: 156
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Supers! Event at next year's Con of the North


I just received the Con of the North program in the mail today. This is a gaming convention held in St. Paul, Minnesota, on Feb. 15-17. I signed up to run a Supers! event on Sunday. Here are the details:
 
Jawgrinder: Z-Force #1

Remember when super heroes had muscles upon muscles, highly improbable poses, and grimaced an awful lot? Return to those bygone days of the '90s when image was everything. There will be plenty of bad attitudes, big guns, and enough time travel paradoxes to make your brain hurt in this easy-to-learn role playing game. No experience required.

Location: Tartan III 01
Time Slot: SUN10-14
Type: Roleplaying
Players: 6
System: Supers! by Beyond Belief Games (Sorry, I registered before the big changeover.)
GM: Robert McCabe

So, if anyone can handle a little chilly weather (actually, last year was pretty nice out, but it's usually very cold and/or very snowy that weekend).

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Dice Rolls:Invisible Castle
11/17/2012, 11:16 pm Link to this post Email ruckusmanager   PM ruckusmanager Blog
 
kroh Profile
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Registered: 03-2005
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Re: Supers! Event at next year's Con of the North


This is awesome! Send me a PM or an email and we will ensure that you have all the support you need for this.

Regards,
Walt

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Fight the Good Fight


11/20/2012, 9:11 pm Link to this post Email kroh   PM kroh Yahoo Blog
 
ruckusmanager Profile
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Re: Supers! Event at next year's Con of the North


Well I ran my event last weekend (you can check out the pregenerated characters I made in the "Who's Who" section.

I had four players, who basically picked all of the male superheroes.

The Good
There was some thought that I might have difficulty in challenging those characters since two of them had Regeneration and a third had Healing.

Well, the Healing character wasn't picked. As far as the Regeneration, maybe it's just me, but I don't let characters regenerate "on the fly". For me, that's called using Regeneration as a defense roll. If they want to actively regenerate, they have to use that as their action, and even then hope no one attacks them to disrupt it. As it was, three of the characters were knocked out of a fight during the session, and the fourth basically just ended up running away. In the climax, I think almost every hero was down to just a single die left in each Resistance.

One of the things I really love about Supers! is the level of tactics involved despite being a very simple game. I wasn't sure brand new players would catch on to this, but they certainly did. At one point, we had three of the four characters attacking the same individual to drive their armor rating down or make them switch to a different defense. In the climax, the major sword hero switched to his mental attack against the giant armored baddie, figuring (correctly) that the villain was more susceptible to that attack, despite being significantly weaker than his primary sword attack.

This really is the best part about this game for me. In most other super hero games I've tried, most heroes will simply go with their best attack and defense every turn.

The Bad
There really wasn't anything too bad in this game. If anything, I think I should have made the players describe their attack and defense actions better (and I should have done the same for their opponents).

The Ugly
You almost always get the bloodthirsty munchkin player at con games, and this one was no exception. The nice thing about the Jawgrinder "Iron Age" setting is that they fit right in. I discovered that Cryptkycker's 5d Super Strength and 5d Fortitude made him a tough nut indeed. Except when the forces of evil were finally able to gang up on him, when he ran away like a little chicken (something I would never have envisioned Cryptkycker to do). He got to sit around the hideout by himself for a while, brooding.

Last edited by ruckusmanager, 2/23/2013, 6:15 pm


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Dice Rolls:Invisible Castle
2/23/2013, 6:13 pm Link to this post Email ruckusmanager   PM ruckusmanager Blog
 


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