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Any Supers Game that feels Super?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9375212" data-attributes="member: 7044704"><p>Dream Park wasn't really a supers game in the first place even if you could play a capital-G Game within the RPG where your characters were playing a superhero scenario. The "really old one" sounds like Villains & Vigilantes. If you're not happy with Champions' game balance from about 4th or 5th edition onward you probably aren't going to find anything better in that regard, but there are a slew of options that are faster in some ways and less focused on physics simulations over tone.</p><p></p><p>I would recommend the Sentinel Comics RPG as the best system for emulating the feel of an actual comic book story. The system is a cousin of Cortex, plays quickly and smoothly once you get used to it, and the core book is complete and self-contained...which is a good thing, since supplements are far behind schedule. Its major drawbacks are its inability to handle long-term play (the encounter-building system falls apart with experienced heroes, with the problem rearing its head somewhere between ~60-100 sessions) and a rather freeform power and action system that calls for a lot of creative investment from everyone involved to keep things interesting, which may not be to everyone's taste. As with most supers RPGs the character creation system is the most complex part of the game so expect a session zero dedicated to that - but it's got far fewer decision points and math than Champions, M&M, or even V&V, especially when using the "Guided" semi-random method. Also, despite appearances the game engine works fine without actually using the canon setting, so knowledge of the (vast) background lore from the podcast and card game isn't needed if you'd rather run homebrew or (say) Marvel or DC.</p><p></p><p>Masks is arguably the best system for running a game about young heroes (high school to college ages, and you could maybe stretch younger if you wanted to do PS238 or something). As Payne noted, it's a Powered by the Apocalypse system and focuses hard on interpersonal relations and identity over detailed combat and power balance, and it really doesn't try to go beyond its fairly narrow wheelhouse. There's an "adult supers" PbtA system out there as well but the name's eluding me and I've never played it so I can't recommend it personally.</p><p></p><p>Other likely possibilities that might suit include Prowlers & Paragons and the various games from Four-Color Studios, all of which use similar game engines that take a more traditional design approach than (say) Sentinels does and sit somewhere between it and M&M in terms of overall complexity. They do a pretty good job of feeling like a comic book during combat at least, although the pacing mechanics and twist mechanics in the SCRPG make me like it a bit better for that. P&P has some pretty great support material (settings, adventures) as well, including some recent 3PP stuff.</p><p></p><p>At the low end of the complexity scale there's also Tiny d6 Supers from Gallant Games, which benefits some from being easily modified and having dozens (if not hundreds) of other Tiny d6 products to crib material from. The core book and the Gallantverse campaign guide pretty much must-buys but beyond that you can pick and choose to your heart's content.</p><p></p><p>There are many more out there but those would be my top recs given the original post.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9375212, member: 7044704"] Dream Park wasn't really a supers game in the first place even if you could play a capital-G Game within the RPG where your characters were playing a superhero scenario. The "really old one" sounds like Villains & Vigilantes. If you're not happy with Champions' game balance from about 4th or 5th edition onward you probably aren't going to find anything better in that regard, but there are a slew of options that are faster in some ways and less focused on physics simulations over tone. I would recommend the Sentinel Comics RPG as the best system for emulating the feel of an actual comic book story. The system is a cousin of Cortex, plays quickly and smoothly once you get used to it, and the core book is complete and self-contained...which is a good thing, since supplements are far behind schedule. Its major drawbacks are its inability to handle long-term play (the encounter-building system falls apart with experienced heroes, with the problem rearing its head somewhere between ~60-100 sessions) and a rather freeform power and action system that calls for a lot of creative investment from everyone involved to keep things interesting, which may not be to everyone's taste. As with most supers RPGs the character creation system is the most complex part of the game so expect a session zero dedicated to that - but it's got far fewer decision points and math than Champions, M&M, or even V&V, especially when using the "Guided" semi-random method. Also, despite appearances the game engine works fine without actually using the canon setting, so knowledge of the (vast) background lore from the podcast and card game isn't needed if you'd rather run homebrew or (say) Marvel or DC. Masks is arguably the best system for running a game about young heroes (high school to college ages, and you could maybe stretch younger if you wanted to do PS238 or something). As Payne noted, it's a Powered by the Apocalypse system and focuses hard on interpersonal relations and identity over detailed combat and power balance, and it really doesn't try to go beyond its fairly narrow wheelhouse. There's an "adult supers" PbtA system out there as well but the name's eluding me and I've never played it so I can't recommend it personally. Other likely possibilities that might suit include Prowlers & Paragons and the various games from Four-Color Studios, all of which use similar game engines that take a more traditional design approach than (say) Sentinels does and sit somewhere between it and M&M in terms of overall complexity. They do a pretty good job of feeling like a comic book during combat at least, although the pacing mechanics and twist mechanics in the SCRPG make me like it a bit better for that. P&P has some pretty great support material (settings, adventures) as well, including some recent 3PP stuff. At the low end of the complexity scale there's also Tiny d6 Supers from Gallant Games, which benefits some from being easily modified and having dozens (if not hundreds) of other Tiny d6 products to crib material from. The core book and the Gallantverse campaign guide pretty much must-buys but beyond that you can pick and choose to your heart's content. There are many more out there but those would be my top recs given the original post. [/QUOTE]
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