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Here's a few bits of stuff for the potential T&J: Superguy supplement idea I mentioned before.
First off, T&J's capacity for "combat resolutions" that don't depend on beating people up is tailor made for Superguy. Consider this: Ignorantman's powers -- particularly their combat application -- is modeled in the system out of the box. Each round he asks another question, inflicting more of the hitherto unknown power of Naiveté against his enemy. His enemy's confusion and mental whirling increases, reflected by his ever lowering traits and powers, until finally he's left with all his abilities at Poor [-2] except for the one downshifted to the loss, standing, helpless, worthless, and almost certainly with a ho ho in his mouth.
The game doesn't need to be tweaked to do this. It's right there in the rules.
A few points for potential Superguyish contributors to consider:
First off, I'm creating two special Qualities for the project: Quantum Absurdity and Weirdness Magnet. Quantum Absurdity is an innate or explicit understanding of the unmitigated strangeness that exists at the quantum level in Superguy. This gives the person certain special abilities (like being able to understand the Dash), as well as the capacity to, with a Hero point cost, do a scene-resetting Stunt. (When the scene is reset, everyone gets all some or all of their failure ranks and damage levels back.) Weirdness Magnet is the capacity to draw strangeness into one's life, plus once again being able to do an appropriate scene-resetting Stunt. Think of the fight between Team Cynical/Radian and the Awe-Inspiring Force from "Blow the House Down." In the middle of a fight to the death between Team Cynical and the AIF, High Jinx (who has a Weirdness Magnet in the person of Incongruous Crayon living in his head, remember) calls a time out so that both teams can pool their resources and move a really nice leaded glass coffee table out of the way. All involved characters immediately set aside their differences, organize the project, move the heavy table, and banter for a few moments. This is a part of the essence of Superguy, and also works perfectly for T&J since that can be used to regain everyone's ranks and hero points.
Secondly, Mary Sue/Marty Stu/"Authorial characters" are going to be actually encouraged by the mechanics. This reflects A) the pernicious number of author-based characters in Superguy, and the fact that no matter how lame those characters were in design, in almost every case they turned into the most important character in the series (cf. Ramrod, Superuser, Scholarman, et al.) (The exception was Gary's own "The Programmer," but Gary is a Superior life form.)
Thirdly, this might be the first RPG supplement in existence with a section at the end saying "so, did you come up with something absurdly hilarious? Great! Write it up and post it at [address], and add it to Superguy continuity!" Imagine playing DC Heroes and then getting to publish your comic in DC continuity. For free.
The rules we generate for a Superguy supplement will scale nicely for all kinds of absurdist superhero roleplaying. I can't for the life of me see the down side to all this.
Well, except that we have to file the serial numbers off of She-Devil. And any other characters we can't get the rights to. God help us if Bill Dickson says no. ;)
First off, T&J's capacity for "combat resolutions" that don't depend on beating people up is tailor made for Superguy. Consider this: Ignorantman's powers -- particularly their combat application -- is modeled in the system out of the box. Each round he asks another question, inflicting more of the hitherto unknown power of Naiveté against his enemy. His enemy's confusion and mental whirling increases, reflected by his ever lowering traits and powers, until finally he's left with all his abilities at Poor [-2] except for the one downshifted to the loss, standing, helpless, worthless, and almost certainly with a ho ho in his mouth.
The game doesn't need to be tweaked to do this. It's right there in the rules.
A few points for potential Superguyish contributors to consider:
First off, I'm creating two special Qualities for the project: Quantum Absurdity and Weirdness Magnet. Quantum Absurdity is an innate or explicit understanding of the unmitigated strangeness that exists at the quantum level in Superguy. This gives the person certain special abilities (like being able to understand the Dash), as well as the capacity to, with a Hero point cost, do a scene-resetting Stunt. (When the scene is reset, everyone gets all some or all of their failure ranks and damage levels back.) Weirdness Magnet is the capacity to draw strangeness into one's life, plus once again being able to do an appropriate scene-resetting Stunt. Think of the fight between Team Cynical/Radian and the Awe-Inspiring Force from "Blow the House Down." In the middle of a fight to the death between Team Cynical and the AIF, High Jinx (who has a Weirdness Magnet in the person of Incongruous Crayon living in his head, remember) calls a time out so that both teams can pool their resources and move a really nice leaded glass coffee table out of the way. All involved characters immediately set aside their differences, organize the project, move the heavy table, and banter for a few moments. This is a part of the essence of Superguy, and also works perfectly for T&J since that can be used to regain everyone's ranks and hero points.
Secondly, Mary Sue/Marty Stu/"Authorial characters" are going to be actually encouraged by the mechanics. This reflects A) the pernicious number of author-based characters in Superguy, and the fact that no matter how lame those characters were in design, in almost every case they turned into the most important character in the series (cf. Ramrod, Superuser, Scholarman, et al.) (The exception was Gary's own "The Programmer," but Gary is a Superior life form.)
Thirdly, this might be the first RPG supplement in existence with a section at the end saying "so, did you come up with something absurdly hilarious? Great! Write it up and post it at [address], and add it to Superguy continuity!" Imagine playing DC Heroes and then getting to publish your comic in DC continuity. For free.
The rules we generate for a Superguy supplement will scale nicely for all kinds of absurdist superhero roleplaying. I can't for the life of me see the down side to all this.
Well, except that we have to file the serial numbers off of She-Devil. And any other characters we can't get the rights to. God help us if Bill Dickson says no. ;)
(no subject)
Date: 2005-08-14 12:55 am (UTC)(no subject)
Date: 2005-08-14 01:21 am (UTC)So, what do I have to do for my part?
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Date: 2005-08-14 04:01 pm (UTC)(no subject)
Date: 2005-08-14 06:43 pm (UTC)(no subject)
Date: 2005-08-14 01:47 am (UTC)(no subject)
Date: 2005-08-14 04:00 pm (UTC)It's not... not that there wouldn't be a place for SMURF! or Tales to Smurfify or....
It's....
LICENSING! There's LICENSING issues! We wouldn't want to get sued! That's it!
More seriously -- you're a part of the Superguy tapestry. If you have something you'd want to contribute, that'd be a cool thing. ;)
It's the Fargate! Goes far, get it?
Date: 2005-08-14 05:37 pm (UTC)(no subject)
Date: 2005-08-14 08:57 pm (UTC)(no subject)
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Date: 2005-08-14 05:40 pm (UTC)(no subject)
Date: 2005-08-14 04:54 pm (UTC):)
CU
(no subject)
Date: 2005-08-14 05:13 pm (UTC)Give me a few days to mull it over. I honestly think this could be a good, solid supplement on absurdist superhero roleplaying.
I also think there's no chance in Hell we can pay anyone for contributions. ;)
What would licensing look like? If, that is, you know.
(no subject)
Date: 2005-08-14 07:52 pm (UTC)CU