"Watchmen in Supersystem" Topic
10 Posts
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The Angry Piper | 09 Feb 2015 7:57 a.m. PST |
I'm considering purchasing a set of Watchmen Heroclix for repainting/rebasing and use in Supersystem 3. The only problem I'm having is this: None of the Minutemen (aside from Dr Manhattan, who for obvious reasons wouldn't work so well in SS3) have superpowers. The closest thing we have to a "superhero" is Nite Owl or Ozymandias, and even those two are still basically human. The "bad guys" alluded to in the graphic novel are similarly non-powered, and it doesn't seem like many of them put up much of a challenge. A SS3 game where the opposition is a bunch of thugs doesn't seem like much fun. Suggestions? |
PapaSync | 09 Feb 2015 8:12 a.m. PST |
There are a lot of Non-super powered heroes out there. Batman and Green Arrow just to name a few. Try a game based on natural abilities/skills. You may like it. Also have you taken a look at Ganesha Game Power Legion? 8) |
FABET01 | 09 Feb 2015 8:15 a.m. PST |
Your probably right, but Watchmen was about self appointed guardian over basic humanity and who keeps them from becoming tyrants. Very good for RPG, not so much table top. You may want to concentrate on a pulpish aspect, where problem solving is a big part of the play. Consider looking at Pulp Alley for incorporating ideas about plot points. Another angle may be to look on the disintegration of the group and pit them against one another. You may also look at having the heroes deal with big groups of opponents like mobs of rioters, NVA/VC or even lots of very well armed police. |
The Angry Piper | 09 Feb 2015 8:56 a.m. PST |
Very good for RPG, not so much table top. I came to this conclusion as well. I like some of your ideas, though. Maybe a "What If?" kind of scenario where all the Minutemen refused to obey the Keene Act, not just Rorschach? Lots of heavily armed police would seem appropriate. |
Fergal | 09 Feb 2015 9:14 a.m. PST |
I think there is still a lot of scope for a Watchmen type team. Have you read the rules yet? I think if you do, you'll find quite a lot to use. As mentioned earlier, many comics heroes don't have super powers, but you can still have some high stat lines without them. |
boy wundyr x | 09 Feb 2015 9:56 a.m. PST |
The idea of pulp rules sounds good, .45 Adventure is also built for very small groups of characters, with RPG aspects to it. But there are a lot of good choices these days for pulp rules too – .45, Pulp Alley, 7TV, Larger Than Life, Gaslight, etc. |
Redmenace | 09 Feb 2015 12:40 p.m. PST |
I don't remember them plot wise but there used to be a DC comics roleplaying which had at least two Watchmen adventures which I'm sure had melee combat scenes. The system is long defunct maybe you can get them cheap and pick up some ideas from them. |
piper909 | 09 Feb 2015 3:22 p.m. PST |
Yes, DC Heroes RPG did encompass two Watchmen modules. I have them but have never played them or this game system, which looks incredibly detailed and complex. In both "Who Watches the Watchmen?" and "Taking Out the Trash" Dr. Manhattan is used only as an NPC ("present only for dramatic effect in Encounter 2" and "because of the power Dr. M wields, GMs should be extremely leary of allowing Dr. M to be a player character" are included as caveats). If Batman or the Green Hornet or Tarzan can be enjoyably played in Pulp-style action, I don't see why the other Watchmen couldn't. They all have varying fighting abilities and preferred approaches and Nite Owl at least is loaded with gimmicks and weapons, much like a Batman. Mothman can glide, Comedian has weapons galore, the othjers have martial arts and brawling skills, Rorschach would be great with improvised weapons. You can flesh out their limited known "Rogues' gallery" to add interest (Moloch; Mobster; the Big Figure; Captain Axis; Spaceman; the Screaming Skull; the King of Skin; Underboss; ther Twilight Lady are all known to the canon, plus a few others.) Takes some imagination on everyone's part, but it should be possible. I have a bunch of tarted-up Heroclix and also metal minis either converted or the original Grenadier licensed set and hope to do something with these guys myself someday. |
The Angry Piper | 09 Feb 2015 4:08 p.m. PST |
I have the DC Heroes modules myself and I plan on converting the characters to GURPS and using the modules for a RPG session soon. Fergal: I play Supersystem 3 a lot. check out my blog for some batreps, if so inclined. angrypiper.com/gaming boy wundyr x: I also play a fair bit of .45 Adventure. Again, batreps on the blog. I was thinking specifically of Watchmen in Supersystem, but I get what you're saying. piper909: Considering the pipes and the superheroes, are we related? :) I already purchased the Moloch clix figure, because even if I don't do Watchmen SS3 I can certainly use him in a Pulp setting as a Zatara-type. |
etotheipi | 09 Feb 2015 4:09 p.m. PST |
The Minutemen do not have "super powers" in the sense that they (except Dr. M) lack the exotic background and overt difference from the rest of humanity. But all of them are superpowered – capable of things well beyond even the outlier human performance. GURPS superheroes had a concept called a "supernormal". Normal characters were built on 100 points. A supernormal could be built on 200 or more points. Even without giving them "powers" like lightning bolts or invulnerability, this made them waaaaay outside what could be expected of regular human beings. That said, the Minutemen do actually exhibit superpowers, they just aren't called that. They are superheroes in the same way the Doc Savage and his team were superheroes. Ostensibly, they are just really good and dedicated people, but they do things not just difficult, but actually impossible for people. |
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