The way the dice pools and skills work reminds me a lot of Shadowrun and makes me wonder, what would make this work as a Shadowrun hack? God knows that Shadowrun is never going to have a coherent rules system without heavy lifting from outside forces. Thanks for this, looks like a cool system.
There is something interesting about being better than a real superhero without having super powers, just by investing points in the character's skills. This is the feeling of an ordinary person who is so capable that he can give a head start even to superhumans. This reminds me of one video Narrated D&D Story: How A Street Thug Beat A God. Of the interesting d10 systems in the dark setting, there is also vampire the masquerade ttrpg. Just don't play the latest version. It's an experience pool system that can be spent on all your options. In it, in my opinion, your "super powers" are really worth the experience. Especially if you are a Tremer and can pump magic endlessly. The game system itself has its flaws, but overall it's pretty fun.
At some point someone needs to teleport behind someone else and say "pssssh... nothin personnel... kid..." The character doing this must be an original character who hates niceness and levis.
Not sure how I feel about making powers so secondary in a superhero game. I suppose it plays into that street-level feel. Anyway, gotta go stat Gorefiend the Rapespoiler for my next game.
Game definitively feels like it wants you to play vigilantes instead of capes, (or atleast Watchmen capes). How does compare to SLY Industries, if you've play that?
How does this compare to some other famous superhero TTRPGs you think like Mutants and Masterminds 3e, Aberrant (Both the first and new one) and I guess Masks?
Mutants and Masterminds is a D20 game through and through with a lot of powers covering "the entire spectrum of comics" Aberrant has its own setting and has to play by White Wolf / Onyx Path's Storyteller system, haven't read too deeply into it tbh. Masks is "Young Justice" the PbtA game by Magpie. Cold Steel Wardens is a game pretty firmly set in that Iron Age of Comics, with a lot of mechanics focused in and honed for that investigation / brutal fighting of that time period. It sits comfortably on that street level beat-em-up feel, and powers are available are pretty simple. It's a game of "Focus versus Modularity" I guess.
@@NotepadAnon I see, thank you for the detailed answer! Would you say even though CSW is a focused game than a general superhero game like M&M, you can still create all kinds of variety of superheroes? I guess I'm asking how its power creation mechanics compare to wild variety and options in M&M3?
@@cmj7553 There -are- options but as I kind of say, most Characters are going to have one or two powers at best. Most "Power Creation" is choosing some benefits should you invest your (very limited) points into improving your power rating, which still means you have to buy the power. It's not really the focus of the game, it's more about the "Grit" of the situation. Yeah, you have laser eyes, but those are laser eyes you traded being able to investigate, hide, or throw a punch for.
I have zero experience with this game, and not a lot of opinions on supers games so have a comment just to game the system and farm engagement. What was that song at the end?
"I can fly!"
"Oh yeah? I have a gun."
The way the dice pools and skills work reminds me a lot of Shadowrun and makes me wonder, what would make this work as a Shadowrun hack? God knows that Shadowrun is never going to have a coherent rules system without heavy lifting from outside forces. Thanks for this, looks like a cool system.
Unironically, yeah it could. You'd need a LOT of legwork, but one of the Power Sets (kind of like descriptors for powers) is Cybernetics.
Now i need to scroll more then 2 seconds to read your entire comment section, you are surely growing notepad.
A superhero game where powers don’t break the game? That’s… Shockingly rare.
There is something interesting about being better than a real superhero without having super powers, just by investing points in the character's skills. This is the feeling of an ordinary person who is so capable that he can give a head start even to superhumans. This reminds me of one video Narrated D&D Story: How A Street Thug Beat A God.
Of the interesting d10 systems in the dark setting, there is also vampire the masquerade ttrpg. Just don't play the latest version. It's an experience pool system that can be spent on all your options. In it, in my opinion, your "super powers" are really worth the experience. Especially if you are a Tremer and can pump magic endlessly.
The game system itself has its flaws, but overall it's pretty fun.
0:38 you had the chance to put a "The Darkness" reference there, boo I say!
At some point someone needs to teleport behind someone else and say "pssssh... nothin personnel... kid..."
The character doing this must be an original character who hates niceness and levis.
Not sure how I feel about making powers so secondary in a superhero game. I suppose it plays into that street-level feel.
Anyway, gotta go stat Gorefiend the Rapespoiler for my next game.
But how many pouches can you wear?
Game definitively feels like it wants you to play vigilantes instead of capes, (or atleast Watchmen capes). How does compare to SLY Industries, if you've play that?
How does this compare to some other famous superhero TTRPGs you think like Mutants and Masterminds 3e, Aberrant (Both the first and new one) and I guess Masks?
Mutants and Masterminds is a D20 game through and through with a lot of powers covering "the entire spectrum of comics"
Aberrant has its own setting and has to play by White Wolf / Onyx Path's Storyteller system, haven't read too deeply into it tbh.
Masks is "Young Justice" the PbtA game by Magpie.
Cold Steel Wardens is a game pretty firmly set in that Iron Age of Comics, with a lot of mechanics focused in and honed for that investigation / brutal fighting of that time period. It sits comfortably on that street level beat-em-up feel, and powers are available are pretty simple.
It's a game of "Focus versus Modularity" I guess.
@@NotepadAnon I see, thank you for the detailed answer! Would you say even though CSW is a focused game than a general superhero game like M&M, you can still create all kinds of variety of superheroes? I guess I'm asking how its power creation mechanics compare to wild variety and options in M&M3?
@@cmj7553 There -are- options but as I kind of say, most Characters are going to have one or two powers at best. Most "Power Creation" is choosing some benefits should you invest your (very limited) points into improving your power rating, which still means you have to buy the power.
It's not really the focus of the game, it's more about the "Grit" of the situation. Yeah, you have laser eyes, but those are laser eyes you traded being able to investigate, hide, or throw a punch for.
@@NotepadAnon That makes sense. Thank you again for the infos!
I have zero experience with this game, and not a lot of opinions on supers games so have a comment just to game the system and farm engagement. What was that song at the end?
Around - Modulogeek
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You got low volume today.
Been playing with some audio settings trying to get it right. Think my mic may be getting near the end of its lifespan.