As promised, here are some links to advice I've seen around the Net for running ICONS for the first time:
1. Remember, unlike in "traditional" RPGs, only the players roll the dice:
2. Remember to use Determination and use it often!
3. Use poker chips, coins or something similar to represent Determination points.
4. Marvel Benchmarks
5. More Benchmarks:
6. Ability Score Benchmarks for relating ICONS characters to established comic book heroes:
7. Soylent Green's Alternatives for running a game WITHOUT Benchmarks:
8. Suggestions for Point Buy Starting Points for different types of campaigns (different power levels):
9. Converting Mutants & Mastermind characters to ICONS (thread discussion):
10. Sean Patrick Fannon's Combat Examples for Clarity:
11. ICONS Clarification Notes (for more on Point Buy option, Overcoming villains with high Invulnerability, etc.)
--- In email@example.com, "jaerdaph" <jjbardales@...> wrote:
> John, I think this is a great idea and something I've considered on and off including as an appendix in my ICONS Clarification Notes PDF. I have a bunch of links, text files and maybe a couple of Open Office docs with just this sort of thing I've collected from around the net. Tips, things to watch out for during play, a few house rules, benchmarks etc. If you give me a few days to find the time to organize them all (I'm starting to feel the holiday crunch), I'll pass them on to you to go through and collate if you like. And if you need any help with this let me know!
> --- In firstname.lastname@example.org, John McMullen <jhmcmullen@> wrote:
> > This has come up before, both here and on RPG.net, and it occurred to me that having a file we can haul out (whether it's here, on the wiki, or anywhere) would be useful.
> > And I'd be willing to collate it.
> > So: based on what you currently know and your current experiences, what advice would you give to someone running ICONS?
> > I know, some of this will be in TEAM-UP. Some advice will conflict with other advice--and that's okay, because we have different gaming styles. One group might play free and easy with Determination points, another might hoard them and the styles of the adventures would be different as a result--but neither one is wrong, if you and your players are having fun.
> > Possible topics to think about include:
> > * Giving out and using Determination points
> > * House rules (Gareth admitted that they're pretty much expected, so what are you doing to enhance the game for your players?)
> > * Handling things that would be flaws or advantages in other games
> > * If you do point-buy, do you start at the 45 point level or elsewhere?
> > * What are some strategic ideas for the GM when running combat?
> > Again, this isn't intended as a replacement for TEAM-UP, but new players sometimes want some guidance. We have jaerdaph's rules clarifications, we have examples of combat. This is another piece, only intended to be a few pages.
> > John McMullen (Young old coot)
> > jhmcmullen@