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Any Supers Game that feels Super?
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<blockquote data-quote="dbm" data-source="post: 9375357" data-attributes="member: 8014"><p>I saw you read my post in a thread on Savage Worlds Super Powers Companion, [USER=2303]@Starfox[/USER]. It’s a great system for supers role-playing in my opinion.</p><p></p><p>I guess the main thing is: what sort of game are you looking for? The narrative games out there tend to be pretty focussed on a specific type of supers story, e.g. teen supers coming to understand their place in the world. If there is a game that focuses in on what you find interesting then happy days!</p><p></p><p>We come from a fairly ‘traditional’ background in my group and the strongly narrative games haven’t worked for us. Savage Worlds has a mix of trad and narrative elements in it, and that can work for us. It gives the GM a lot of tools to work with. I ran an old Marvel Super Heroes adventure for my group when we were trying out the system, and the adventure-as-written was basically a mix of completely free-form roleplaying scenes and a bunch of combats. There were no other mechanics based challenges for the characters. No overcoming hazards or even rescuing people. It seemed very weird to my current eyes, though I am sure it would have been fine to my younger self.</p><p></p><p>But that really emphasised to me how great Savage Worlds is in supporting mechanically interesting non-combat challenges. When I switched to creating my own adventures it was so easy to insert chases, and other challenges like rescuing civilians from a burning building or investigating clues. It has trad element when you want a tactically challenging combat, and more narrative elements to encompass the potentially huge and varied scope of supers while still tying things in the same core mechanics around skills, initiative and bennies so character abilities continue to function in the ways that make sense.</p></blockquote><p></p>
[QUOTE="dbm, post: 9375357, member: 8014"] I saw you read my post in a thread on Savage Worlds Super Powers Companion, [USER=2303]@Starfox[/USER]. It’s a great system for supers role-playing in my opinion. I guess the main thing is: what sort of game are you looking for? The narrative games out there tend to be pretty focussed on a specific type of supers story, e.g. teen supers coming to understand their place in the world. If there is a game that focuses in on what you find interesting then happy days! We come from a fairly ‘traditional’ background in my group and the strongly narrative games haven’t worked for us. Savage Worlds has a mix of trad and narrative elements in it, and that can work for us. It gives the GM a lot of tools to work with. I ran an old Marvel Super Heroes adventure for my group when we were trying out the system, and the adventure-as-written was basically a mix of completely free-form roleplaying scenes and a bunch of combats. There were no other mechanics based challenges for the characters. No overcoming hazards or even rescuing people. It seemed very weird to my current eyes, though I am sure it would have been fine to my younger self. But that really emphasised to me how great Savage Worlds is in supporting mechanically interesting non-combat challenges. When I switched to creating my own adventures it was so easy to insert chases, and other challenges like rescuing civilians from a burning building or investigating clues. It has trad element when you want a tactically challenging combat, and more narrative elements to encompass the potentially huge and varied scope of supers while still tying things in the same core mechanics around skills, initiative and bennies so character abilities continue to function in the ways that make sense. [/QUOTE]
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