Upcoming Superhero RPGs Coincidence or Zeitgeist

So if you were asked "What is the go to Superhero RPG?" what would be your answer?
There isn't one. Champions had lots of name recognition, but as a bad game. (It's not bad, but a lot of people decried it without playing it.)
Champions, probably? Yet it keeps slipping in and out of publication.
It's been continuously available since the 80's... but not in many stores, and not always in dead tree. Since the 00's, it's been available in PDF.
It just feels to me there is always a vacant throne for "Default Superhero RPG." Superhero and TTRPG booms both ongoing over the last decade plus, someone trying to claim the crown only makes sense?
The thing is, in the market, it is a three way split: there are Marvel, DC, and "everyone else"... The typical tropes overlap, but are not entirely the same.
My go to is Sentinel Comics. Backup is both AMSH and MHRP... yeah, DC rules never entered my gaming. Except a 1 shot each of the mid 80's DC Heroes, and of the WEG d6 Batman.

The variety of supers games has always been wide... 80's we had Champions, Villains & Vigilantes, Heroes Unlimited, 3 editions of TSR FASERIP Marvel Super Heroes (in a 4 year span), DC Heroes, Batman, and there was Super Squadron in the UK. plus a bunch of lesser known heartbreakers, such as Mutazoids...
The 90's adds GURPS Supers, Champions New Millenium, and a dozen more heartbreakers... but V&V went out of print. As did Marvel, but it got replaced by Marvel Super Heroes Adventure Game in its place.

If anything, Mutants and Masterminds has the lion's share of my friends... but they also rejected D&D 4 and 5...

I never used Champions for supers campaigns, only for Fantasy Hero; I've done a single supers adventure.

The only issue I have with Advanced Marvel Super Heroes is the non-ablativeness of Armor — there's no way to harm someone whose armor is higher than your biggest attack.
The issues I have with MHRP: lack of an in-core character creation mechanic, and it being out of print. (I think it's the best for the Marvel Cinematic Universe level supers ever. But I prefer a bit lower power level. I do have the DLC for character gen mechanics.)
So, Sentinel Comics: this is my go to — character gen is interesting, the game runs well, and it has the environment turn as part of the mechanics.
 

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Do you really think SF (or even more narrowly) space opera is really any better here?
I mean, I wouldn't have said it if I didn't think it was true. ;)

But yes,I think opinions are generally more strongly held about what supers gaming should look like, both in rules and in tone,than space opera.
 


Actually according to DTRPG, Masks is the top-selling superhero ttrpg ("Adamantine" seller). I know a lot of players who like the system for its narrative focus, but IMO it's too focused on relationships instead of what makes comic book superheroes fun:

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I agree, I like it for what it does: TEEN superheroes. I think it does that part really well. In fact I wrote and drew a comic book review about a campaign I ran: Timequack

Also thank you OP. Had you not posted this I would not have known about any of the other superhero rpgs. Especially the 5e one. I don't really have a deep investment in 5e, but for some damn reason, the idea of playing superheroes in 5e just. appeals. to. me.
 

I'm not sure I'd find a good answer to that for most genres. Some may have more or less well known games, but outside the fantasy genre (and that one because of a historical accident) I don't think any have that, or have for a long time at best.
I think part of the reason is that there hasnt been a properly huge pop culture fantasy property until the Peter Jackson Lord of the Rings films. Sci Fi has Star Wars and Star Trek. Comics carry the banner for Super Heroes.
 

I agree, I like it for what it does: TEEN superheroes.
But how well does Masks actually do it? Looking at the rules and how relationships are forced on players (literally: PCs are designated as liking certain characters, disliking other characters, seeking acceptance from yet other characters) it felt as if I, as GM, was handing each player a copy of a script they had to memorize.

eh-meh.gif
 


But how well does Masks actually do it? Looking at the rules and how relationships are forced on players (literally: PCs are designated as liking certain characters, disliking other characters, seeking acceptance from yet other characters) it felt as if I, as GM, was handing each player a copy of a script they had to memorize.

eh-meh.gif
Well, if a person likes rules that emulate teen drama, social interactions, then I think it does a great job. If a person just wants to "roleplay" it without little intrusion of the mechanics, then no. I personally tend to like games that provide me with mechanical options for "social combat". But that is because I want rules for anything, not everything (to quoth the Risus* the RPG).

Therefore my main problem with Masks, is that it does not have rules for anything, just teen drama. I can't have awesome tactical battles in that game. It is not designed for that. It is designed to punch you where it really matters: in your relationships.

*and here I do not mean, loss of player agency, but a system of jockeying for position that has a definite mechanical end. And a system that isn't just 1 roll (DC/opposed: Skill rolls) or a series of rolls (DC/opposed: Skill Challenges - 4e).

**for example. in the The Risus The Companion the author gives an example of a PC who wants a can of soda. He describes how in The Risus The RPG this could be handled, by the GM, the Players, and the interest at the table in one of three ways: 1 - a static TN 2 - an opposed roll 3- Give the Vending Machine a cliche(s) and let the Battle for the Carbonated Beverages begin. Sure, in that case it is silly, its supposed to be, The Risus is a comedy game. BUT that is what I wish more RPGs would do in principle: give me rules to turn ANYTHING into a combat, if I or my players would find that fun. Unfortunately most RPGs on the market have rules for physical combat, and then GMs/Players fight about player agency. When, in point of fact, in the above Risus example, it is not about player agency. The player can do whatever they want, but it may not be enough to get a soda. That can be translated into any situation, as long as what is being sought is not changing the PCs minds (unless the player agrees to it) but about whether or not they get something they want/don't want to happen.
 

Well, if a person likes rules that emulate teen drama, social interactions, then I think it does a great job. If a person just wants to "roleplay" it without little intrusion of the mechanics, then no. I personally tend to like games that provide me with mechanical options for "social combat". But that is because I want rules for anything, not everything (to quoth the Risus* the RPG).

Therefore my main problem with Masks, is that it does not have rules for anything, just teen drama. I can't have awesome tactical battles in that game. It is not designed for that. It is designed to punch you where it really matters: in your relationships.

*and here I do not mean, loss of player agency, but a system of jockeying for position that has a definite mechanical end. And a system that isn't just 1 roll (DC/opposed: Skill rolls) or a series of rolls (DC/opposed: Skill Challenges - 4e).

**for example. in the The Risus The Companion the author gives an example of a PC who wants a can of soda. He describes how in The Risus The RPG this could be handled, by the GM, the Players, and the interest at the table in one of three ways: 1 - a static TN 2 - an opposed roll 3- Give the Vending Machine a cliche(s) and let the Battle for the Carbonated Beverages begin. Sure, in that case it is silly, its supposed to be, The Risus is a comedy game. BUT that is what I wish more RPGs would do in principle: give me rules to turn ANYTHING into a combat, if I or my players would find that fun. Unfortunately most RPGs on the market have rules for physical combat, and then GMs/Players fight about player agency. When, in point of fact, in the above Risus example, it is not about player agency. The player can do whatever they want, but it may not be enough to get a soda. That can be translated into any situation, as long as what is being sought is not changing the PCs minds (unless the player agrees to it) but about whether or not they get something they want/don't want to happen.
Great points!
;)
 
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The 90's adds GURPS Supers, Champions New Millenium, and a dozen more heartbreakers... but V&V went out of print.
Not for good. About half the total product range (57 items by my count, although some are bundles of three smaller books that originally came out separately) was released post-2000, and while most are only available in pdf some of the "modern" releases got small print runs initially. There were a couple of discrete surges of new (or at least previously unpublished) material, although they've gone quiet again since.

And that's not taking Monkey House Games into account, where Dee and Herman published several new rule sets culminating in V&V 3: Might Protectors, along with a few supplements. They've been quiet for a long while as well, but the stuff's still available. I'm still somewhat amused that the squabbling between bizar and them appears to have led to both FGU and MHG doing separate sets of WW2-era supplements.
 

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