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High Concept and Shadowrun

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Jareth Valar

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« Reply #180 on: <07-18-11/0509:39> »
First note, I have not, in detail, read this entire thread. 12 pages is allot to read in 1 sitting. My wife sent me this link as most of my games over the past 25 years have been "High Concept" (Shadowrun, Star Wars d6, Cyberpunk, D&D, Mutants and Masterminds, TMNT, Rifts, Star Trek, Call of Cthulhu, Warhammer Fantasy, Palladium Fantasy, D20 Modern, allot more I can't remember off the top of my head and about a dozen or so most of you probably haven't even heard of).

One player in my current campaign (before he moved away) was fascinated with Deadpool. He had the personality to pull off playing him too. Now I allowed him to play an "inspired" by Deadpool by letting him have critter Regeneration. Tool all 5 power points he had, but he was cool with it. Room to grow. It was a BLAST!  All of his IC commentary was perfect, the other players love him (between laughing and holding face in palm) and Regeneration, while I was VERY iffy about it at first, really wasn't half as overpowered as I feared.

Now my current campaign (2 1/2 years running now) is very High Concept. One might even say Epic. Dealing with metaplots, crossed universe concepts, the whole shebang. Part of the fun to me.

To me, this is the best way to run. My players agree. Hell, they even tried to take Munchie Run up a notch. lol

Red Canti

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« Reply #181 on: <07-28-11/1424:39> »
Slight tangent there, I know, but...  The point is, 15 years ago, I wrote up rules for playing Spider-Man.  I created rules for web shooters, someone else had created a custom Gecko Crawl adept power.  And it was a fun time.  Most of the folks on the old RN mailing list said "Hey, cool.  I'd never use taht in my game, but good job."  and that was that. 

Other people created Wolverine (Really easy) and other superheroes.  At one point, someone had rules for Caps Shield, throwing it, catching it, etc.  The really crazy powerful characters tended to get left out, so no Superman or anything, but a lot of the low and mid-level heroes?  They were done at one point or another.  And no one said the game sucked because you could do that.  No one said that we sucked fo thinking that was an interesting excercise in rules and character design. 

Nowadays?  If we started a thread about that, it would be lucky to get 20 posts in before someone starting bitching.  Because apparently anyone having fun in a way that differs from theirs totally ruins the game for them. ;/

Wankers.

Hrmmm...  You know...  Maybe I'll work up a team of Marvel Hero based runners to use as an opposing Shadowrun team for Missions or something.  :)

Bull
I can only say I wouldn't complain about Rules for being Spiderman in Shadowrun.

And I'd never complain about throwing shields Ala Steve Rogers. Actually if I had the Mechanical chops in any given system, Cap's Shield would probably be the first thing I'd try to recreate. OK, maybe Eyebeams or Dinobot's spinning Shield first.
"Always Trust Mr. Johnson, always. Just make sure he knows he'd regret betraying that trust."

Jareth Valar

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« Reply #182 on: <08-02-11/0634:28> »
Inspired by characters are really easy.

Mystique - Actual villain in my game. A little slower on her shifting in Shadowrun, but once she is out of sight for a few, you'll never find her again.
Spidey - A little harder, but a mix of Bioware and Adept, or even a straight bioware version.
Cyclops - Which is where your eyebeam comment comes in, I take it? Easy. Sorcery adept. Visor is a focus. Maybe even the single spell quality (Knack I think?) if the GM allows for the increase in Magic option.
Beast - Too easy.
Captain America - Genecraft and bioware.
Hulk - Troll adept with bioware. I know I just make a troll min/max OMG build as a conceptual exercise. I like to see how to break things so it's harder for my players to try.
Bats - Again too easy.
Iron Man - If you use a larger armor, not body hugging, straight freekin rigger.
Constantine - ...wait, already an Archetype.
Cat Woman - again, an Archetype already.
Green Arrow/Hawkeye/Artimis - Adepts, Improved Ability and damn good gear
Bullseye - hehe. Already broke that one. An adept with a base damage of 8P with a throwing knife....yeah.
Punisher - easy
She-hulk - ork with reconstructive surgery maybe? and takes a cue from uber-trog above (Hulk concept)

I could go on for a while. While none of these would be as they are in the comics (no lifting mountain ranges for the uber-troll) but can fit the flavor nicely. I mean the troll I built can survive a head on collision form a car at high speed, and walk away. Not uninjured, but walk away.

I even encourage this in my players. I mean why not? If a character gets a nuyen windfall, and has always idolized Wolverine, why not let the player run with it? He's off to the chop-shop for spurs and bioware. Or an adept growing up reading exploits of the Savage Dragon and goes off to join Lone Star after he awakens? The Deadpool we had in my game was a blast. I would love it if he could visit, even for a session or 2.

But, ymmv. It's all on how much of an artistic license you are willing to take,and how much of a "purist" you want to be.

Jareth


Digital_Viking

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« Reply #183 on: <08-02-11/0843:36> »
Iron Fist & Luke Cage were both easy and fun to make.
"Which is better and which is worse,I wonder - To understand or to not understand?"
"Understanding is always worse. To not understand is to never carry the burden of responsibility. Understanding is pain. But anything less is unacceptable."

Jareth Valar

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« Reply #184 on: <08-02-11/1912:38> »
They totally slipped my mind, but yeah, super easy for those two as well.

I'm tempted to start doing random builds again. This has got me nostalgic for one of my old gaming groups.  8)