Re: Designing Vehicles and Mecha with ICONS
- I like and appreciate this, too, and recognize it as a way to go...... but I also know what works for me and for my players. And cool mechanics for mecha, vehicles, and other gear really "cranks it up a notch" for us.So it looks like I'll be looking into creating my own for such things.Rest assured, I'll "share with the class."--- In email@example.com, "Curt \"Cripplepotomus\" Meyer" <curtmeyer@...> wrote:
> Very nice exposition Mr. Parks, thank you.
> On Fri, Jul 9, 2010 at 9:02 PM, Douglas Parks guodskrap@... wrote:
> > At one point, I looked for vehicles in ICONS. Here are all the rules on
> > vehicles:
> > "A movement device may be a special vehicle of some sort, from a souped-up
> > car to a plane or dimension-travel capsule. Movement devices also include
> > personal items from jet-packs to anti- gravity harnesses, wall-walking boots
> > and gloves, and teleport belts."
> > One of the temptations of a superhero RPG is to stat everything out; to
> > generate acceleration, speed, toughness, maneuverability and the like for
> > vehicles and what-not. This is a perfectly legitimate way to play, but I
> > think it runs counter to the "old-school" feel Mr. Kenson was aiming for.
> > Old school means different things to different people, but I find the
> > descriptions in the Old School Primer to really ring true. You can find it
> > here: <
> > http://www.lulu.com/product/file-download/quick-primer-for-old-school-gaming/3159558
> > >.
> > Essentially, don't use game stats where GM-Player interaction can produce a
> > much more vivid experience.
> > Super-speed gives you a vehicle that gets you to the fray; we can generally
> > agree on that. But how do you use it for a car-chase? As a GM, use common
> > sense and great description. Have the player roll their Coordination+Drive
> > Specialty to careen around corners and out-race the bad guys. Have them roll
> > their Awareness to see obstacles and react to them. Have them roll
> > Coordination or Prowess + Drive for combat-driving such as running off the
> > road or damaging the other car. Simply put, make it fun, challenging, and
> > suspenseful.
> > For more precise vehicles, combine some powers: Super Speed +
> > Invulnerability + Binding + Blast = an armored car with nets and machine
> > guns. Add Flight or Aquatic for a transforming vehicle (or Alter Ego if you
> > feel the need).
> > For mecha, use Growth + Strength + Invulnerability + Blast (etc.) You've go
> > a giant robot suit to run around in.
> > Coming from Champions and M&M, I tend to look for the more precise level
> > detail, where every power and ability is defined. But in ICONS, you don't
> > really need that. You just need common sense and good storytelling. Don't
> > spend a combat or car-chase rolling dice -- spend it creating a scene full
> > of excitement. Focus on the heroes and their abilities -- after all, they
> > are what count, and they should have every chance to be awesome.
> > --
> > Douglas Parks
> > Freelance Human Being
> > ------------------------------
> > *From:* "Curt "Cripplepotomus" Meyer" curtmeyer@...
> > *To:* firstname.lastname@example.org
> > *Sent:* Fri, July 9, 2010 7:21:27 PM
> > *Subject:* [icons-rpg] Designing Vehicles and Mecha with ICONS
> > Have any of you designed vehicles or mecha with ICONS?