Talk:Villains and Vigilantes
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The article should definitely mention that in V&V you played yourself, as that sets it apart from most other games. If I remember correctly, it worked like that: You (in real life) are the "secret identity" of the superhero you play, so character generation is "guessing yourself" plus adding superpowers.
A mechanics sections should be added, summarizing the playing style of V&V. I'm sure a lot of readers would be interested, besides myself.
- Added a note about the self-character bit as well as a note about the difficult self-assessment of characteristics (I never did figure out how you were supposed to form a game out of people who all had differing ideas of humility. It's just an invitation for someone to cause a fight by overestimating himself)24.165.210.213 15:03, 13 October 2006 (UTC)
[edit] Features of the Game
Someone with a copy of the game should probably discuss in more detail:
1. Major features of the game:
a. playing "yourself" with superpowers. b. random superpower generation c. The ability to have "ad hoc" superpowers d. The combat system
2. Proliferation of game adventures ("modules"), and the DNAgents licensed sourcebook.
3. Legal status (FGU vs. creators) from the late 80's until now.
4. Jeff Dee's Living Legends game as an unofficial successor.
Also, the Crisis in Crusader's Citadel module information should probably be pared down. Aside from being sold as part of the boxed set, it really doesn't warrant as much space as is devoted to it.
70.96.253.30 16:58, 5 April 2006 (UTC)Chefmark
[edit] Added to list of published material
I added items from Jeff Dee's V&V Collector's Checklist to the list of published material. His page used as a source is here:
http://www.io.com/unigames/vclist.html
I also corrected the Most Wanted entry, for somewhat obscure reasons Most Wanted Volumes 1 and 3 were published, Volume 2 was never finished.