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The Archives => Meta (Archived) => Topic started by: Wensleydale on March 16, 2009, 07:06:00 PM

Title: Mutants, superpowers and fantasy, oh my!
Post by: Wensleydale on March 16, 2009, 07:06:00 PM
What are your views on the mixing of sci-fi type superhero powers with fantasy? Do any of you do this? I'm sure I've seen a setting or two on here that does so. Indeed, expanding that, what are your views on superheroes (or rather, superhuman powers) in general in RPGs? I'm not really talking about our conventional ideas of magic, but more the kind of things you see in comic books or television like Watchmen or Heroes. Costumed superheroes or gritty? I'm quite interested in the ways you include (or would include) such people in settings. This is more an open discussion than a specific question, as you may be able to tell from my slightly rambling prose.
Title: Mutants, superpowers and fantasy, oh my!
Post by: Llum on March 16, 2009, 07:38:43 PM
I have nothing against using super-powers. Makes a nice difference from traditional magic.

However, I have issues with costumed heroes, I think they're dumb, lame and ridiculous. I do like gritty/at least semi-realistic super heroes.

Watchmen is something of an exception, while there are costumed heroes, they aren't like traditional golden/silver/modern caped crusaders, so its less the costumes and more how they act that I have a problem with.

That being said, one idea for a setting that I had was something post-apocalypse where nearly all humans are normal and a small bunch of super-powered people have become tyrants over a bunch of city-states. While this is definetly pretty deep into the "gritty" end of the scale, something similar but less "gritty" could be cool as well.
Title: Mutants, superpowers and fantasy, oh my!
Post by: Wensleydale on March 16, 2009, 07:52:49 PM
Quote from: LlumI have nothing against using super-powers. Makes a nice difference from traditional magic.

However, I have issues with costumed heroes, I think they're dumb, lame and ridiculous. I do like gritty/at least semi-realistic super heroes.

Watchmen is something of an exception, while there are costumed heroes, they aren't like traditional golden/silver/modern caped crusaders, so its less the costumes and more how they act that I have a problem with.

That being said, one idea for a setting that I had was something post-apocalypse where nearly all humans are normal and a small bunch of super-powered people have become tyrants over a bunch of city-states. While this is definetly pretty deep into the "gritty" end of the scale, something similar but less "gritty" could be cool as well.

I'm certainly against the 'costumed' thing, too. There was one idea I actually experimented with which was certainly gritty - the idea of a man who was effectively a living nuclear reactor. However, despite an inherent resistance to radiation poisoning, his body was slowly destroying itself with tumours and genetic mutation. This admittedly is perhaps a little bit too dark, but it's an example of the other end of the scale.
Title: Mutants, superpowers and fantasy, oh my!
Post by: SilvercatMoonpaw on March 16, 2009, 09:17:00 PM
I'm on the exact opposite side, maybe even farther: if they don't have to change their appearance then they aren't a superhero.  (This includes both costumes and things like the Hulk transforming.)  In my mind once you add "super" to something you take it out of the realm of usual, and if something is outside the realm of usual it should look like it isn't something usual.  I see the ridiculous costume of a superhero as more true to the idea than just some person wearing their ordinary clothes.

In terms of realism vs. fantastic heroes I don't believe in both realism and superpowers.  Once superpowers or any equivalent or related element is introduced I no longer believe that their situation/setting has any reality left at all.  Any attempt to add realism simply comes off as awkward and confusing.

All that being said I do have to say that I find once superpowers (and I mean here more comic-book derived, as one might be able to argue that special abilities from fantasy and sci-fi are "powers") are introduced into a setting that the setting is going to have to be a superhero setting or a setting where the main characters are functionally superheroes.  I think it probably has to do with how restricted the types of powers allowed are: in fantasy you can have powers that suggest kinds of spiritual ideas (and this includes the seemingly scientific "arcane" magic), in sci-fi you can have things quite obviously derived from science (and psionics, which as always seemed to me to be blantantly stepping over the line).  And I guess settings can be pulled off that have bother operating at the same time.  But if you let the whole thing blur you get superpowers, and then you can't really say that it's anything other than the superhero genre.
Title: Mutants, superpowers and fantasy, oh my!
Post by: Ravenspath on March 16, 2009, 10:14:21 PM
I like the combination of the two. I've actually got a new world that I have been working on that I will post some general questions soon.

It has combined magic, super high tech and super powers into the modern world. But with some fantasy element too as demons are overruning the world and in the areas they control the landscape takes on a much more fantaseque appearance.

While the superhero genre has always been one of my favorite the costume part has become less so recently. I do like costumed characters, but it seems to make more sense to me to be not costumed at times.

A friend is also starting a sci fi campaign where magic has just reentered the universe so that should be lots of fun. You can get a biochip that will allow you access magic.

Title: Mutants, superpowers and fantasy, oh my!
Post by: Superfluous Crow on March 17, 2009, 09:54:25 AM
In the campaign i currently run the only magic available at character creation was some sort of superpower. You would pick a level of power from 1-3 and get 1 to 3 powers within a certain theme that the player could choose. One of my players decided to go with it and make a character whose anger and wrath possessed a sort of relationship with fire and flame. As DM i decided to give her three powers based on this: immunity to fire, the ability to regenerate if subject to extreme heat, and the ability to incinerate things when under considerable emotional stress. She's only just coming to turn with her powers (her background entails her burning a town to the ground after an inquisition attempted to burn her at the stake). Working out pretty well.
In my current setting I'm also going with two types of "para-human" (xenotropes as i call them); one group produces extreme amounts of bio-electricity, essentially human batteries, and the other group are empaths and can mindread.
Title: Mutants, superpowers and fantasy, oh my!
Post by: Snargash Moonclaw on March 17, 2009, 02:11:04 PM
I think it's really more a matter of terminology used - and a question of scale (game balance). The typical fantasy world tends to include plenty of special abilities which are in some manner supernatural, spell-like, etc. They're just not quite as "super" in a setting where magic exists - the standard of comparison has changed. Add non-human races and what determines "mutant?" Given fantasy art - what's "costumed?" Plenty of geeks are quite sure that the barbarian chick wading through snowdrifts in a chainmail bikini without shivering is truly gritty.

This post has been brought to you today by my first cup of coffee.
Title: Mutants, superpowers and fantasy, oh my!
Post by: Wensleydale on March 17, 2009, 05:04:42 PM
Quote from: Snargash MoonclawI think it's really more a matter of terminology used - and a question of scale (game balance). The typical fantasy world tends to include plenty of special abilities which are in some manner supernatural, spell-like, etc. They're just not quite as "super" in a setting where magic exists - the standard of comparison has changed. Add non-human races and what determines "mutant?" Given fantasy art - what's "costumed?" Plenty of geeks are quite sure that the barbarian chick wading through snowdrifts in a chainmail bikini without shivering is truly gritty.

This post has been brought to you today by my first cup of coffee.

You have a point. Although I'd argue there's a difference between a testosterone-driven picture of a chainmail bikini and tight latex suits in bright colours. :P
Title: Mutants, superpowers and fantasy, oh my!
Post by: Raven Bloodmoon on March 18, 2009, 01:02:56 AM
Quote from: WensleydaleWhat are your views on the mixing of sci-fi type superhero powers with fantasy? Do any of you do this? I'm sure I've seen a setting or two on here that does so. Indeed, expanding that, what are your views on superheroes (or rather, superhuman powers) in general in RPGs? I'm not really talking about our conventional ideas of magic, but more the kind of things you see in comic books or television like Watchmen or Heroes. Costumed superheroes or gritty? I'm quite interested in the ways you include (or would include) such people in settings. This is more an open discussion than a specific question, as you may be able to tell from my slightly rambling prose.
To me, superpowers, magic, psionics, and superscience are all just different names for the same thing.  It's been addressed untold times that sufficiently advanced science will appear to be magic; magic, if commonplace enough, becomes technology and science; and superpowers are like highpowered, localized magic.  So in the end, I don't mind mixing these things up a bit.  Depending on the setting, I rather enjoy blurring the lines between them all.  On DnDResources (http://www.dndresources.com/index.php?showtopic=1426), I helped work out a starship capable of interplanetary travel only using applications of dnd spells.  It functions much like a Klingon Bird of Prey, disruptor cannons and all.  If we ever used it in a game, it would have been explained in terms of magic, but it most certainly would have felt like Star Trek.

Similarly, if I am a wizard capable of flying at will and shaping and/or moving any metallic object with the power of my mind alone, would that not seem like a superpower?  What if I also dabbled in lightning manipulation and the creation of forcefield-like abjurations?  What if I happened to be kind of essentric and had a tendancy to dress in a red bodysuit with a matching red legionary helmet and a purple cape?

I could go on, but I'd rather answer your other questions.  Personally, I prefer more realism in all of my games/settings.  It's easier to get lost in them when there's less belief required to be suspended, and if I have to pretend that an orange ninja isn't easily spotted or a bunch of dudes in yellow spandex can sneak anywhere, I have trouble.  Doesn't mean it's bad, just not to my taste.  As for how I would include such people, they'd just be people of legendary power/knowledge/capability or have a (possibly bright yellow) belt full of really cool advanced technology; if it's could out, they might wear a black cape and grey longjohns, too.  Maybe even a black helmet with a facemask for added protection.  Perhaps I'd make the mask resemble some fiendish flying creature reputed to suck blood in the middle of the night, you know, to help him strike fear into the hearts of his enemies.

[EDIT]
Sorry so long.  Just fixed the URL.