The SuperPowered RolePlaying Game | |
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Designers | |
Publishers | Chaosium |
Publication |
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Genres | Superhero fiction |
Systems | Basic Role-Playing |
Superworld is a superhero-themed role-playing game published by Chaosium in 1983 that uses the generic Basic Role-Playing rules system. The game began as just one part of the Worlds of Wonder product before being published as a stand-alone game. In competition against other well-established and popular superhero games, Superworld never found an audience, and was discontinued after only three supplements were published for it.
Superworld uses Chaosium's Basic Role-Playing system, with the addition of rules for super-powers. [1]
The game box contains
Editions printed in 1984 and later also contain a 4-page booklet of errata. [1]
As with all games using the Basic Role-Playing rules, skill tests and combat are resolved by rolling percentile dice against skills. Rolls that are much lower than needed can result in increased effect, while high rolls can cause critical failures. Combat rules have many options and take into account three types of energy for damage: Kinetic, Electric, and Radiation.
In 1982, Chaosium published Worlds of Wonder to demonstrate the flexibility of its generic Basic Role-Playing System; the game included three separate settings with the idea that player characters could be moved from setting to setting using the same rules system:
The following year, Superworld was published as a stand-alone boxed set designed by Steve Perrin, with interior illustrations by Chris Marrinan, Markus Harrison, and cover art by Michael Dooney.
Three supplements followed:
Up against well-established rival superhero games Villains & Vigilantes (Fantasy Games Unlimited) and including Champions (Hero Games), Superworld was not able to establish a strong player base, and no further supplements were released by Chaosium. [2]
Jon Sutherland reviewed Superworld for White Dwarf #51, giving it an overall rating of 7 out of 10, and stated that "This represents an intelligent attempt to provide a playable format for a difficult topic to simulate. The only rules that I have ever seen with anything like this in scope was the Golden Heroes FRP which may soon be available in a modified form from GW." [1]
Steve Marsh reviewed Superworld in Ares Magazine #17 and commented that "The game is anything but chaotic, but should create change in any gaming group that sees it. It is well done, and worth the price." [3]
Crede Lambard reviewed Superworld in Space Gamer No. 70. [4] Lambard commented that "Superworld is very good. I doubt that it will ever supplant Champions, but it certainly supplements it . . . especially now that both Hero Games and Chaosium are putting out adventures with stats for both games." [4]
The Wild Cards series of science fiction books came from a Superworld campaign gamemastered by George R. R. Martin, and played in by other science fiction writers. [5]
Basic Role-Playing (BRP) is a tabletop role-playing game which originated in the RuneQuest fantasy role-playing game. Chaosium released the BRP standalone booklet in 1980 in the boxed set release of the second edition of RuneQuest. Greg Stafford and Lynn Willis are credited as the authors. Chaosium used the percentile skill-based system as the basis for most of their games, including Call of Cthulhu, Stormbringer, and Elfquest.
RuneQuest is a fantasy tabletop role-playing game originally designed by Steve Perrin, Ray Turney, Steve Henderson, and Warren James, and set in Greg Stafford's mythical world of Glorantha. It was first published in 1978 by The Chaosium. Beginning in 1984, publication passed between a number of companies, including Avalon Hill, Mongoose Publishing, and The Design Mechanism, before finally returning to Chaosium in 2016. RuneQuest is notable for its system, designed around percentile dice and an early implementation of skill rules, which became the basis for numerous other games. There have been several editions of the game.
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