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"Playtesting Super Mission Force" Topic


6 Posts

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Comments or corrections?

The Angry Piper15 Nov 2016 11:49 a.m. PST

Hi all.

I playtested Super Mission Force over the weekend and posted a review and some AARs over at Dead Dick's Tavern. Short version: I love it!!!!

Here's a link to Scott Pyle's original post.
TMP link

The review:
angrypiper.com/gaming/?p=1374

picture

AAR #1 featuring Spidey and Thing:
angrypiper.com/gaming/?p=1378

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AAR #2 featuring Alpha Flight
angrypiper.com/gaming/?p=1398

Check them out. Comments welcome, there or here!

Fergal16 Nov 2016 11:29 a.m. PST

Thanks Piper, I've really enjoyed reading these! I also love the fact that you include the stats and reasoning behind them at the end!

CondoGamer1516 Nov 2016 6:38 p.m. PST

Great reports! Loving the action! Wish I lived in your neighborhood!

CondoGamer1517 Nov 2016 7:09 a.m. PST

Also, I've made a lot of tweaks since you last downloaded the rules.

You may want to have a look at the latest download. Same link.

Are those buildings cardstock?

Thanks, again!

The Angry Piper18 Nov 2016 9:57 a.m. PST

No problem, Fergal. I enjoyed playing them!

I seem to have answered your questions on the other thread, Scott. Oops!

I'll be sure to check out your edits. I plan on doing more gaming soon and the Secret Wars don't seem so daunting anymore.

Personal logo KimRYoung Supporting Member of TMP23 Nov 2016 12:02 p.m. PST

These rules look very similar in concept

link

The designer even notes he took ideas from Supersystem. Some good ideas in this that might be rolled back into Super Mission Force too.

I think you are on a good tract with this concept, but it still needs work.

Would like to see more arch-types. Also something between a normal arch-type and a powerhouse, like Angry Pipers representation of Spider-Man. Some characters need more than the two minor power limit within their Arch-type.

Would also like some more options for henchmen. Not a fan of having to keep all henchmen operation as a single group, would like to be able to spread them out and be able to have henchmen fight opposing henchmen.

Also, need to have Non-Powered henchmen to represent low level thugs, cops, gangbangers, security guards, etc. Thugs armed with simple firearms (pistols), ballbats; Cops with shotguns, billyclubs.

Power blast is too generic as there is a multitude of ranged attacks that are needed from simple firearms of various magnitude (Punisher, Deadpool types), to attacks with secondary effects like flame (heat), freezing (cold), acid, wind, etc.

Also need Tricks, Traps, Gadgets, Gas, Smoke, Getaway plans, etc. for "Batman type" villains. Even without powers these character types are deadly and tough to overcome.

I hope to be trying these out this weekend and I like the direction.

Thanks Scott.

Kim

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