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Re: [BNW] Dissapointments




> All of the packages give you a variation on something which makes them
> unique.  None of them are the same, and none of them overshadow the
> others entirely.
>
> True, some of them are very similar (strong people, fast people), but
> not exactly the same.
>

Yes but that's my point why have such similar archetypes when by taking
quirks you can really change the "type"
> As for Psi characters, we do have the Telekinetic and the Teleporter
> in the Ravaged Planet book, and I personally plan to create and add
> new Packages regularly, including ideas like the Electrokinetic,
> Pyrokinetic, Mind Reader, and perhaps a Charmer (based on some notes
> I sent someone who recently asked for ideas).
>


> As for the Gunner...  I thought about it, and it fits one of the
> modern archetypes for a comic book hero, believe it or not.  Punisher
> was a Gunner;  the Grifter is a Gunner, I believe (not sure on this
> one -- he just makes guest appearances in some of the comics I read).
>
> There are plenty of others out there, I'm sure.  (I'm not to up on
> that many comics these days.)
>


Two characters does not a template make, sorry to say it just doesn't work
that way, I started worked on a superhero game based entirely on tunable
archetypes, and "Gunner" wasn't one of the consensus from gamers or comic
characters--what came up was "Martial Artist" which meant any Martial/Weapon
skilled personage--could be Green Arrow, master of bow, or Punisher master
of Guns or what have you.

>
> Never played or read Feng Shui, although I've heard good things about
> it.
>


Yes it has a few good things...

> One thing I will say about archetypes, however, is that there is a very
> good reason that they are *archetypes*:  they are standard, repeating
> patterns which form the basis of a good many character types, mainly
> with only minor variations to separate types based on the same
> archetype.



I'd rather have more common archetypes: the true list taken from over 200
roleplayers and comic fans :
Battlesuit Hero
Blaster
Brick
Changeling
Gadgeteer
Martial Artist
Psi
Speedster
Stalker
Wizard

Other common elements--nearly all blasters in comics can fly, only a handful
cannot.

> Well, they certainly are listening..  But what in particular did you
> want more of?  The package system is not to your liking -- I can
> understand that..  When I first heard of it, I was a bit skeptical,
> but it's becoming much more acceptable in my mind, especially when I
> think about having lots of tricks for characters to have..
>


The package system would be fine if we had a complete set of packages--or
even packages that were based more off of comicdom than those in BNW
don't get me wrong I like BNW, I just expected more--of course that happens
with 99% of the games I buy, only two in the last 15 years have truly
surprised me with their quality, flexibility and design....one is Fuzion,
the other is the Marvel Super Hero Adventure Game (Marvel Saga)
(and Yes I bought Fuzion via Champions TNM. As Trick shticks whoops shticks
is Feng Shui again.... the two games LOOK a lot alike, I don't know about
the new edition mind you but the older edition (2 years old?) looks a lot
like BNW...
Nothing wrong with that  I like Feng Shui, but these days I like a lot a
games but there are only a few I run, those games tend to be detailed, and
flexible and don't make me spend 25.00 dollars a whack for rules that should
have been in the main book.

I had a choice this time of Aberrant or BNW I picked up BNW because I liked
the synopsis of what I had seen and I just don't like WW's system very much,
the thing is however is at least if I had bought Aberrant I'd have a
complete game.

Now take this all with a grain of salt, I am not really angry over it, or
frustrated *L* just pointing out what I feel is wrong, what I don' like, let
me point out what I do...

While the system isn't innovative it's simple, it's fast and using templates
(I won't call em archetypes since they really aren't archetypical superhero
character types) a game can be started in a few minutes with a little bit of
background/story work by a decent GM.

The book is very nicely laid out, and illustrated, the art isn't over the
top pretentious, nor is it too Image esque (though it does have some of
those elements), The setting is extremely interesting, and the fact that we
get some of the "secrets" right up front is a good thing.


What Should have been: Should have Cut out Vampires, Aquarians,
Bargainers,Mafia, Cops  and shoved all the normal Delta type packages as
could be fit in the remaining pages. Cops should be kept to a shorthand
form, as well as Mafioso types, and I'd rather have to buy a book detailing
the "Normal People" than another book to get all the powers.....(and
truthfully Three books to get some of the powers (still not all)  isn't just
obscene, it's usury)