Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

[PnP] Godlike

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
So after a long time, I've started buying PnP RPGs again. Last week I bought Twilight 2013, and yesterday I bought two supplements to CthulhuTech and... Godlike.

Basically, Godlike is a superhero RPG set during WW2 and details a slightly altered history where in the Berlin Olympics, a man under his own power flew without wings, circling the stadium three times, finally landing to light the Olympic Torch. At his Hitler's side in the opening speech wearing a black flying suit with a swastika emblazoned on his right breast and an SS insignia on his collar, following the speech and some words with the Führer, the man floated to the center of the air above the stadium, and flew off to the Southwest at an unprecedented speed with a thunderous clap signaling his takeoff, becoming the first man to break the sound barrier. In the world of Godlike, that was the first parahuman, Der Flieger, and the dawn of the Super-Age.

Okay, but the thing is that the setting is actually really cool. While you might assume it's the usual superhero fare, it's not. You see, the chief comics that I could say Godlike takes note from are: Miracleman, and Watchmen. Basically the first element is that it's very hard sci-fi, there are no aliens, no genetic mutations, nothing like that. All parahuman Talents come from the mind of the Talent, and the mind alone. Keep in mind, just the mind, not the brain. There's no anatomical difference between Talents (the gameworld's popular term for parahumans, which is the scientific term) and the rest of mankind, of any kind. It's all just the Talent's will altering reality in a specific manner.

A nice thing about it is that World War 2 was not changed beyond recognition by Talents, and technology remained the same even with the existence of Hyperbrains and Talent Technology. The super-smart didn't change the world because they were absorbed in their mathematics and theories no one else could possibly understand, and even if they were the build a weapon they just couldn't because their immense intellect also gave them unimaginable empathy (could you build a bomb if as you instantly calculated the destructive potential, you also calculated the accurate probability of the pain it causes to victims, families, countries and economies, several years forward and right down to an intimate emotional level?). As for super-science, or Talent Technology, it was also handled really cool. Thing is, the seeming super-advanced inventions of certain Talents only worked because of the Talents mind, and were revealed to be just useless trash the moment the device left his field of vision. The jetpack was really just a bundle of wires in a silver casing and it did nothing without the Talent watching.

So, the thing I'm trying to say is that the setting has a very good sense of "realism" to it. It has grit. And mind you, I'll only say grit, because it doesn't have any sort grim overload beyond being set during the deadliest war in human history, with the realities of war being present even to Talents. The NPC characters presented are very well conceived and succeed very well in the everyman approach of the game, and what really helps is that many of them die ultimately very mundane deaths (ie, Der Flieger died in 1944 above London when a new secret weapon from America is used on him... Which was proximity fuse flak gun rounds), and in the war the Talents were just the step up from tanks and fighter planes. Generally I'm not sure if I'd call the setting any specific power level or low power as they advertised it (I'm not sure I could do that when a starting character can lift a tank and dodge bullets, even if he's not bulletproof). But I would say it's a very creative and harsh setting when it comes to superpowers, and leave it at that.


System-wise, it's also a good game. It uses dice pool mechanics similar to WoD crowd, but it's set apart due to having a very different roll resolution mechanic: Height and Width. When you roll your d10 pool, you're not aiming for a target number or a number of successes, instead you're aiming to get matches. And if you get a match, the number of the matching dice is the Width of the roll and the value of matching the die is the Height. So a roll of 9, 9, 9, 3, 5, 6 would have a Height of 9 and a Width of 3. It's actually a very well-thoughtout mechanic that operates on the basis of having a potential duality to the nature of success, with an example being that in a race someone who rolled 4x2 would finish first but is out of breath, while the other who rolled 2x10 was slower but is completely unexhausted. Like any good realistic system, the game also features damage locations and a good selection of simple but robust rules for covering various sources of damage.

Talent mechanics themselves are the coolest part. The idea is that because Talents are a manifestation of the mind and will, the Will derived stat and temporary Will points can be used to interfere with other Talents if you're aware of them in a Contest of Wills. Similarly, mental trauma, physical fatigue, serious injury and other elements are dangerous because they can simply make Talents powers vanish as his Will breaks. It's a really cool system that adds a whole lot to the connection between the setting and the game mechanics.

As for the rules governing the Talent powers themselves, I'd say they're good stuff. It takes a note from HERO and uses a gourmet pick n mix system with a good selection of powers available in the setting, but power creation is purely simple arithmetic so it's much easier to get into than HERO at the cost of not being as comprehensive and detailed. Still, the trade-off is sound, even though I think HERO has better power system due to larger number of options and flexibility, and I don't mind the math.


Overall, definately worth its reputation, one of the best RPGs I've ever encountered.
 

Giauz Ragnacock

Scholar
Joined
Jul 16, 2011
Messages
502
Cool. I've never played PnP. How long would you say this rule system would take to get used to for me. I liked KOTOR but after playing a little of Baldur's Gate 1&2 I'm not entirely sure that I find enjoyment in learning a lot of rules like I could have when I was younger, and I'm only going to be 24 this year! Ho-hum.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Depends entirely on the system. Something like DnD is heavy and ponderous, but Storyteller (White Wolf stuff) type games are really quick n easy to learn.
 

Giauz Ragnacock

Scholar
Joined
Jul 16, 2011
Messages
502
Alright, but that doesn't help me get to playing it unless you set up a forum PnP game as I don't know anyone around where I live who would play with me. If you want to set up a PnP game maybe we could play between 2:00pm and 4:30pm Ohio, USA, time. Godlike does sound like a very cool game and Der Flieger sounds like he could be a really kickass villain.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
There's a (last time I checked) an ongoing DnD campaign over at the Playground, go ask them. Right now I'm not up for running a campaign because I'm starting a Winter War RPG using Twilight 2013 on another forum.
 

Giauz Ragnacock

Scholar
Joined
Jul 16, 2011
Messages
502
Well, thanks for bringing up the system anyway. I have thought of what my character might be like. His name would be Chester Sternham (aka. The Immotile Man), and he would have the Talent of being the sole controler of his point in space. When his Talent appeared (as he was waking up in a bunk on an air craft carrier) a fleet of ships in the Atlantic and part of Poland were ripped appart before he gained control of his Talent and began to move himself with the Earth.

Immotility means the inability to move, which is a sort of the anti-ability his talent applies to himself concerning all outside forces (even chemical and everything else). In order to keep the world from "falling on its own sword" he must continue to move with it or otherwise step out of the way. Keeping constant control of his power is very draining on him, so he can't stay awake for extended periods of time. While awake he needs no outside forces to sustain him (food, oxygen, water, heat...), but while asleep he is just as normal as any other Parahuman when their will is relaxed. In order to continue living without the harmful side-effects of not needing food while awake (and one normally could not eat while asleep) he is kept by the military on a regimented diet when posible and hooked up to a feeding tube while asleep also when possible. While in a chemically-prolonged sleep, the finest physical therapists at the USA's disposal try to keep his muscles in good physical shape (because when he is awake no force can give them any resistance, and his muscles have begun to atrophy from disuse). When doing just normal things like writing a letter he must be careful of his movements or he might snap the pen between his fingers or punch right through a desk or chair by resting his hand on it or sitting down, respectively. He lives his life pretty much scared of what might happen if he loses control of his careful movements through space and handles everything brief and business-like when he can muster the focus to do so.

Anyway, what did you think? Would he work with the system? Who would your Parahuman be?
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Well, inertia effect are there, but the scale isn't really like that. But control issues do work, because of how Talents work to begin with and how control is the achilles heel.
 

Giauz Ragnacock

Scholar
Joined
Jul 16, 2011
Messages
502
What do you mean by, "Well, inertia effect are there, but the scale isn't really like that?"

Also, I thought of another thing. He shouldn't be able to "fly." More like he could "jump" and just let the Earth spin by beneath him if he needed to try to catch up with Der Flieger. So, other than some quick movement through space (at least relative to the Earth's quickness in moving through space) he would not really be much different than a normal man with steadily declining health except for no outside forces having any affect on him while he is awake and in control.

PS. What about you, Vaarna? You introduced the system to the Codex, but have you thought up a Parahuman for yourself?
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Do you play a lot of PnP Vaarna? Of the games you have played, which are your favourites?
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
A decent amount I'd say. Well, my personal favourite is CthulhuTech due to the setting and the style, though I've done plenty of fixing for the system. Mechanically, I'd say HERO is the best system.
 

roll-a-die

Magister
Joined
Sep 27, 2009
Messages
3,131
CthulhuTech went kind of awkward when they started including fetish porn in their books.
 

PandaBreeder

Educated
Joined
Jul 16, 2010
Messages
87
Location
Outside Time & Space
If you liked Godlike then you must try out Wild Talents, which basically continues the setting's timeline. It also has a pretty modular system and offers plenty of insight on designing and running a 'Supers' game.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Well, I also use Tatu Salonen's damage threshold rules instead of the bog standard, which just re-arrange them in a more realistic manner.

EDIT: And yea, the inclusion of a rule-included magic-machine that tentacle-rapes people was also pretty awkward. Just Nazzadi attitude to nudity is already pretty :oops: for most people I'd reckon.
 

flabbyjack

Arcane
Joined
Jul 15, 2004
Messages
2,592
Location
the area around my keyboard
System-wise, it's also a good game. It uses dice pool mechanics similar to WoD crowd, but it's set apart due to having a very different roll resolution mechanic: Height and Width. When you roll your d10 pool, you're not aiming for a target number or a number of successes, instead you're aiming to get matches. And if you get a match, the number of the matching dice is the Width of the roll and the value of matching the die is the Height. So a roll of 9, 9, 9, 3, 5, 6 would have a Height of 9 and a Width of 3. It's actually a very well-thoughtout mechanic that operates on the basis of having a potential duality to the nature of success, with an example being that in a race someone who rolled 4x2 would finish first but is out of breath, while the other who rolled 2x10 was slower but is completely unexhausted. Like any good realistic system, the game also features damage locations and a good selection of simple but robust rules for covering various sources of damage.
What happens if you roll a 4x2 AND a 2x10?
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,206
EDIT: And yea, the inclusion of a rule-included magic-machine that tentacle-rapes people was also pretty awkward. Just Nazzadi attitude to nudity is already pretty :oops: for most people I'd reckon.

Sadly that's not the only disgusting thing in Ctech, many premade adventures are an excuse to show surprise sex or worse, hell, there's one "adventure" which consists in capturing one of the player characters and torturing him/her to near death, like it was a Saw rip-off.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Then again, I generally don't use premades, ever. In CTech they're even responsible for the single most fucked up rules section ever, the Desolate Ones, since they're an anomaly on the whole Vitality/Integrity scale thing and exist ONLY because they wanted an "unwinnable" encounter for the Vade Mecum premade adventure (see how well that fares if the PCs brought big fucking guns, even with insta-gibs). I've never been a fan of trying to do the "unbeatable foe" angle for non-sorcerer (then again it's a whole different game for Sorcs, but at least it's got a very cool magic system) characters, simply because that Lovecraft angle requires a very specific element:

The protagonist must be on par with a pencil-pushing loser's self-insert for Providence. If the PCs have Big Fucking Guns (tm), much less are not-Guyvers or not-Evangelion pilots, the whole kinda falls apart. Remember what happened when Conan met a eldritch monster thingie in the one junkie city: Conan didn't run away from it or go mad, he killed the living shit out of it.

Still, I love the system. It does the whole "desperate last stand" war angle really well and integrates Lovecraft and anime expertly, and mechanically it's easy to modify and fix.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom