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Re: [[BNW] Brave New World site]
In a message dated 9/11/2000 11:56:05 AM Eastern Daylight Time,
GSZalonef@netscape.net writes:
<< David Fryer <badsign_98@yahoo.com> wrote:
>I have been working on a website which would develop
>the Brave New World game for Marvel Super-Heroes.
I have kept out of this discussion as it came up in the past, but since this
idea keeps coming up, I am gonna toss my hat into the ring.
I normally love the idea of swapping settings from game to game (these days I
am spending ALOT of time messing with Big Eyes Small Mouth), but this one
disturbs me. It has been pointed out before -- BMW is not a four color comic
book. MSH is SPECIFICALLY designed to play a 4 color comic book setting, so
there are some real incompatabilities in the mechanics. The largest one, in
my opinion, is the fundamental limiting of power improvement in BNW. MSH has
a good mechanic for increasing powers, and experienced Marvel players will be
unhappy with this mechanics removal from the system. Additionally, many of
the power levels that have been proposed for this system conversion are a
little on the high side. This issue needs some additional research, but
examining the power of Omega Flight and/or the Great Lake Avengers (there
have
been several posts about using these 2 groups in BNW) can provide some base
levels for this project.
My biggest concern is the potential loss of feel caused by switching the
setting between the two systems. This is a subtle issue, and it is difficult
to explain. It is the difference between Call of Cthulhu and Chill. CoC is
a
game about horror, and horror is a genre of VICTIMS. The fundamental truth
of
CoC is that the investigators cannot make a true difference in the game
setting. They may delay the various entities plans (and gain the remainder
of
their life free of the entities' influence), but in the end, all of humanity
is truly insignificant on the cosmic scale. Chill, on the other hand, looks
like a horror game, but it is a hero game. The players are given abilities
that place them on par with their avdersaries. I have seen several attempts
to convert the CoC universe over to the Chill Rules, and the bottom line is
that the FEEL of the game didn't transfer. This resulted in the quick demise
of these campaigns. I fear that the same will happen with the BNW setting
with the MSH rules.
I am not saying that such a conversion would not be interesting, and even
fun.
But much of what makes BNW so good is the unique feel it has. Anything that
might lessen this feel will also lessen the impact and power of BNW.
Zalonef >>
I must admit that my first response to the issue of transfering BNW to Marvel
is "why?" I do very much like the Marvel system, but the BNW system is cool
and fresh ... however ... I am running a game with 7 PCs in it, and I
actually appreciate the idea of running the BNW setting with a game system
that is a bit faster than BNW is with this many PCs. As an aside, my players
who have characters who do not have the First Move trick are beginning to
hate the players whose characters do have the trick. "Okay, I get to use all
5 of my actions at once ... you guys might as well go out for pizza."
I successfully used the Marvel rules for a Wildcards game I ran a few years
back. Wildcards is pretty close to BNW in power level. All I did was make
it consistent across all attributes that Remarkable is the human maximum
(which took some minor modifications to the Strength table) and made
Unearthly the maximum level for anything. This did keep things pretty much
in check. Like BNW, many of the Wildcards type characters who have powers
that don't provide them with superhuman attributes ended up running around
with Typical or Good in most every attribute, which kept the Health scores
down and made normal weaponry a real threat. The only real significant
modification I had to make to the rules was to make it easier to die ... I
never liked that "Endurance shift" rule anyway. I also said that all
characters, regardless of whether they were "heroes" or "villians," could not
spend more than 20 Karma on any one roll. In the Wildcards universe, it is
often difficult to tell the heroes from the villians, just like in some BNW
games. I know my BNW game is like that!
As far as the power improvements went, I let the players do it because the
power intensities do change for the characters in the Wildcards books (I
would probably not allow it in a BNW game run with Marvel rules, however).
But I have to tell you, not a single player raised an attribute or power
level more than one column shift. I do think that Marvel has a good system
for this, but it is EXTREMELY expensive to raise powers in that game, in my
opinion. By the time you get finished spending Karma to stay alive, to take
out your opponent, and to do any power stunts you want to (we had a lot of
those in this game), you've pretty much blown your Karma and have little, if
any, to spend on increasing the power rank of your powers or abilities.
One wonderful thing about the Marvel system is that, although it is somewhat
of an illusion, the attributes and powers are defined with verbal labels
rather than numbers. True, the numbers are used in the game mechanics, and
everyone knows that. But it just seems so fun to say "my character has
Incredible Strength" rather than "my character has an 18 Strength or a 5d6
Strength."
I do think you make a good point about the feel of the game however (with the
CoC and Chill example you provided). But, maybe that can be taken care of
with non-game mechanic things, like adventure plots, "atmosphere," etc.
Also, even in the game mechanics department, with the low number of
characters in the BNW universe running around with superhuman attributes, you
would have a lot of Marvel versions of these characters with 35 or fewer
health. A Remarkable intensity attack (which isn't extremely high for the
BNW universe of possibilities) all of a sudden becomes quite lethal and
respectable.
Again, with a smaller playing group, I wouldn't bother. The BNW game is such
a fun game and the world is well encompassed by the rules, so why change it.
But I have to admit that moving my 7 PC BNW universe game to Marvel rules has
crossed my mind. I haven't done it yet, and probably won't, but it is quite
appealing at times when it takes an hour and a half minimum to handle a
combat between 7 PCs and 6 or 7 NPC delta bad guys.
Also to address Jennifer's comment about the X-Men movie, I am getting ready
to start a second campaign of BNW for a much smaller group (3 players) and
the way I got them interested in BNW was to say "it's a lot like the X-Men
movie, it's just that the power levels are a bit lower." They were hooked!
Guide Matt