Thursday, November 21, 2013

History of Superhero RPGs Part Three: 1986-1992 - Lowell Francis

History of Superhero RPGs (Part Three: 1986-1992)

SUPER-TEAMS
I stuck with core books when assembled my other RPG histories. But with supers- near and dear to my heart- I couldn’t stop there. Secondary sourcebooks and setting materials define these game lines for me. Villains & Vigilantes wouldn’t be the same without Death Duel with the Destroyers. DC Heroes needs the Hardware Handbook to offer another valiant attempt at a workable gadgets system. The various supplements shift Aberrant from just odd to over-the-top crazy. My Play on Target co-host Brian Cooksey cites Marvel’s Ultimate Powers Book as crucial- a resource for any supers game. I feel the same way about Villainy Amok for Champions 5e. Early Champions, on the other hand, lives in my memory for the first two Enemies books, Monster Manuals of the superhero game. They offered weird characters who popped repeatedly over the decades in many GMs’ campaigns. The list below includes a couple of game-changer supplements, including one of the best for any supers game. 


5 out of 5
 
http://ageofravens.blogspot.com.au/2013/11/history-of-superhero-rpgs-part-three.html

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