*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
August 16, 2022, 07:23:44 AM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 69 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
Pages: [1]
Print
Author Topic: [Capes] Setting and Situation  (Read 4035 times)
Yokiboy
Member

Posts: 363


WWW
« on: January 30, 2007, 06:01:08 PM »

Hello,

I'm on my first read-through of Capes, and have a question. Does the game come with a setting or the tools to create one, I can't find this addressed in the book? Second, does the game cover coming up with a good starting situation? I can't find that either.

The closest thing I find to Setting and Situation is the Comics Code, but it doesn't quite cover what I'm after.

TTFN,

Yoki
Logged

TonyLB
Moderator
Member
*
Posts: 3702


WWW
« Reply #1 on: January 30, 2007, 06:57:36 PM »

Does the game come with a setting or the tools to create one, I can't find this addressed in the book? Second, does the game cover coming up with a good starting situation? I can't find that either.
It does not provide either of those things.  About the closest it comes it talking about how to build a network of Exemplar relationships, which tends (in my experience) to be a way to populate the world.  But making a gritty, crime-ridden city vs. a paragon of utopian ideals?  Nah.  There's nothin' there.
Logged

Just published: Capes
New Project:  Misery Bubblegum
Yokiboy
Member

Posts: 363


WWW
« Reply #2 on: February 01, 2007, 01:04:40 AM »

Thanks for confirming this. I think the Extended Rules for Things, Phenomena, Locations and Situations could be used very well while coming up with a setting and situation for playing Capes. Creating the games setting and situation should definitely include designing a couple of inanimate characters.

Capes intrigues me very much, but I've had a hard time reading it. Everytime I give it another try it gets me very excited to give it a go though. Hopefully running the demo will help me grok it, and get my gaming group interested in it.

TTFN,

Yoki
Logged

James_Nostack
Member

Posts: 642


« Reply #3 on: February 01, 2007, 05:19:27 PM »

Hi Yoki, in my experience Capes is a lot more fun if you spend 30 minutes brainstorming the type of setting/situation you have in mind. 

If you're familiar with Marvel Comics, almost all of their magazines in the early 1960's are really just "__________ with superpowers & costumes."  Like, the early Spider-Man comics are teen romance comics with powers; the Fantastic Four is a science-fiction story with powers; Thor is a fantasy series with powers.  This understanding of genre can be a big help, because in Capes there's no way for the players to say "Nope, what you just narrated is stupid and didn't happen."  Coming to an agreement on tone, style, and setting isn't required, but I have found that it will help the game run smoothly.
Logged

--Stack
Yokiboy
Member

Posts: 363


WWW
« Reply #4 on: February 02, 2007, 01:09:41 PM »

That makes sense James, it is what I usually do with my game group when playing games without an explicit setting and/or situation.

I've been a Marvel fan since I was a little boy in the mid to late 70s. I think my biggest hurdle in getting Capes on the gaming table is my friends indifference for superhero comics.

TTFN,

Yoki
Logged

Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!