You kind of have to do that these days, right? Back before, say, 2000 I could confidently say that I was at least familiar with every supers RPG out there even if I'd never played some of them. Not in 2024. The proliferation of rule sets in the last couple of decades has made that nearly impossible, and stuff flies under the radar so easily on sites like DTRPG. Always need to keep an eye on what other folks are talking about if you want to avoid missing stuff, even within this fairly small subgenre.I’m not particularly participating in this thread because my favorite- HERO- is clearly not going to meet the needs of the OP. However, I have been reading along to see if I’VE missed adding one I might like to my collection.
Most of the groups I've played Sentinels with (and all the ones I've run for) use Method Two (ie, the not-random one) by default, although if you're struggling for inspiration the random one is also a legit choice. The Method One "Guided By the Dice" approach is helpful for newer players (it greatly reduces the number of decision points) but as you said it's not great if you have a character concept in mind already. I have a particular dislike for the idea of rolling to determine your personality, especially since it's a 2d10 roll and doubles can really shaft you pretty hard. We used to use Guided when we in a rush (ie in pickup games) and it is faster than Method Two even for vets, but honestly if you need the time that badly just using a pregen (either official or any of the numerous homebrews floating around) is even quicker.I fault it a bit for its character creation system making it harder to create a hero you have a preconceived vision for (vs a more randomized approach).
In a perfect world (or a second edition, which seems highly unlikely) the whole CharGen system would be more streamlined and rely less on arbitrary restrictions from 80 different menus while retaining a simpler approach with fewer decisions needed for new players, but even the existing one seems preferable to the common "archetype" approach you see in many supers games.
(Emphasis mine.)You manage to get HERO to be fast and furious? I'm impressed. Every system works better once you know it well. We tried HERO, but we never got to the point where it flowed for us.
They really offer a lot of the same stuff in different ways, if that makes sense. In Sentinels, you fiddle with the reading the dice results a bit (mid, high, low) whereas in MHR you fiddle with what SFX to apply to the results (spending Plot Points to add more dice to the total or various other effects).Yes, in the games we played, we used a combo of the methods in the book, but what you describe is really what my group wanted. We play supers fairly intermittently, but if we had a more regular game running I'd probably take a stab at building something like that.
In know you're also familiar with "Cortex" Marvel Hero... how does it compare with Sentinels? Are there are any parts you'd port from one game system to the other if you had a magic wand?
I've thought about it myself, but it seems like a daunting project. Still, maybe someday. If nothing else we've been collecting some homebrew patches for the more wonky abilities out there, both hero and villain.Yes, in the games we played, we used a combo of the methods in the book, but what you describe is really what my group wanted. We play supers fairly intermittently, but if we had a more regular game running I'd probably take a stab at building something like that.
I have a hard time judging them fairly because I didn't actually manage to play MHR until after I'd been doing SCRPG long enough to get comfortable with it, so MHR always feels a little off to me, kind of a funhouse mirror effect despite it being the older of the two. Still, I can think of a few things:In know you're also familiar with "Cortex" Marvel Hero... how does it compare with Sentinels? Are there are any parts you'd port from one game system to the other if you had a magic wand?
I'm a fan of both (especially Godlike, which gives me an excuse to use those decades of historical wargaming knowledge) but I have to admit the One Roll Engine is just not for everyone. I've had players bounce off that system harder than anything I've ever tried to teach anyone, and it makes me gun shy about recommending them. Fun settings though, and if everyone can grasp the die mechanic the mechanics are fine.One supers game that I haven't seen mentioned yet is Wild Talents/Godlike.
Yeah, that's a FATE game. Decent reads too, although I'm stodgy enough to prefer my superhero media in comic format rather than text (or even cinema, honestly).Wearing the Cape is another one I haven't seen mentioned. It's based on the "Wearing the Cape" novels (which I recommend) for the setting. It's FATE-derived if I remember correctly, though.
Yeah, I think you can emulate the most aspects of SCRPG (and other supers games) with Cortex. Scale dice are a particularly useful approach to the common problem of differentiating between street/super/cosmic power tiers IMO.Cortex -- especially if you have the Cortex Prime Game Handbook -- already has mods you can add that would do similar things: Scale dice, timed tests, scene SFX, or scene Assets/Complications/Distinctions (which are best described in the Cortex community release Xine #1 over at xine.ink).
That's an interesting take on it. SCRPG definitely uses very different rules for NPCs and PCs, and both environments and stand-alone challenges are different from either, but I find all of them pretty easy to work with once you get used to them and what they offer a GM when scene building. I have more trouble with Cortex scenes, which I never really feel confident are going to perform at the difficulty level I'm shooting for. Might just be relative lack of practice, though. I've spent a silly amount of time and brainwork on Sentinels at this point.IMO, MHR does NPCs and environmental threats (traps, hazards, etc.) a bit more easily, because you build them in the same way as characters. The escalation mechanics of Sentinels felt like it made creating those things a bit more complicated and opaque; it felt harder to balance. But that same added complexity does often result in more wild and interesting situations, so it's not solely a con against the game.