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Any Supers Game that feels Super?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9376357" data-attributes="member: 7044704"><p>I haven't played either WiP or GiP, but Sentinels I can help with. </p><p></p><p>In terms of what makes it feel super (or at least like a capes comic) for me the key element is the pacing mechanic in action scenes, which uses the "GYRO system" to reflect mounting urgency. The scene starts out in the Green zone, goes to Yellow over time, and finally to Red, advancing one tick per round and occasionally being accelerated or otherwise altered by environmental effects or character actions. A "normal" scene has eight rounds, two Green, four Yellow, and two Red, but it's really up to the GM how to lay out a tracker and there are samples of shorter and longer ones with different "color" ratios. Individual characters also have a GYRO status but change personal zones based on their current Health (essentially hit points, and equally nebulous as to what it really represents).</p><p></p><p>While PCs can take basic actions in any zone, everyone has access to ~8-10 Abilities (essentially practiced moves that either do more or different things than a basic action can, often combining two or even three basic effects into one turn's action) that are split into color zones, with Green abilities being the least powerful and Red being the strongest. To determine what abilities are available for use, you take the "Reddest" zone that either the scene tracker or your personal zone is in, so if get thumped on badly you could conceivably be using Yellow or Red abilities in turn one (because you're that desperate) or toward the end of the scene a perfectly Healthy hero could be using Red abilities because the situation has escalated that much. Having the scene tracker run completely out is generally a villain "win" that at least lets them get away cleanly, and might be much worse. The GM defines the consequences of a villain win, as well as the hero "victory conditions" - which often includes defeating all the opposition but can be much more varied and interesting than that, eg disarming the Doomsday Device, evacuating the VIP assassination target, etc.</p><p></p><p>The end result of all that is a system than does a good job of naturally ramping up the action both over time and in response to how much the PCs are getting mauled, so you see the kind of heroic effort under pressure that defines comic book supers - to me, anyway. It's quite similar to 13th Age's excellent escalation die mechanic, but more deeply integrated into the overall game mechanics.</p><p></p><p>If you want more wall of text musings about the game, there's a fair bit on my blog. The most useful (for what you're asking about) is probably found under <a href="https://villainyunpublished.blogspot.com/2023/04/house-rules-and-maunderings-index.html" target="_blank">Maunderings here</a>, with the unfinished Gameplay Overview articles <a href="https://villainyunpublished.blogspot.com/2024/05/sentinel-comics-rpg-gameplay-overview.html" target="_blank">here</a> and <a href="https://villainyunpublished.blogspot.com/2024/05/sentinel-comics-rpg-gameplay-overview_9.html" target="_blank">here</a> maybe being the most relevant. Really need to get part three of that series done. There's also a two-part series on the practical aspects of designing an action scene using an example from one of my campaigns, the first part of which is <a href="https://villainyunpublished.blogspot.com/2023/05/designing-action-scene-part-1.html" target="_blank">here</a> and the crunchier second half <a href="https://villainyunpublished.blogspot.com/2023/05/designing-action-scene-part-2.html" target="_blank">here</a>. Finally, there's a page listing other online Sentinels stuff over <a href="https://villainyunpublished.blogspot.com/2024/05/other-sentinel-comics-rpg-online.html" target="_blank">here</a>. I would particularly recommend a look at the two play-by-post games (<a href="https://forum.rpg.net/index.php?threads/sentinel-comics-crackerjacks.912073/" target="_blank">Crackerjacks</a> and <a href="https://forum.rpg.net/index.php?threads/sentinel-comics-the-pivotal-point-guard.916361/" target="_blank">Pivotal Point Guard</a>) linked there if you want to read some actual play in progress, although you obviously wouldn't want to comment or ask questions on thread for those - that's what PMs are for.</p><p></p><p>Man, I boost for this game a lot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9376357, member: 7044704"] I haven't played either WiP or GiP, but Sentinels I can help with. In terms of what makes it feel super (or at least like a capes comic) for me the key element is the pacing mechanic in action scenes, which uses the "GYRO system" to reflect mounting urgency. The scene starts out in the Green zone, goes to Yellow over time, and finally to Red, advancing one tick per round and occasionally being accelerated or otherwise altered by environmental effects or character actions. A "normal" scene has eight rounds, two Green, four Yellow, and two Red, but it's really up to the GM how to lay out a tracker and there are samples of shorter and longer ones with different "color" ratios. Individual characters also have a GYRO status but change personal zones based on their current Health (essentially hit points, and equally nebulous as to what it really represents). While PCs can take basic actions in any zone, everyone has access to ~8-10 Abilities (essentially practiced moves that either do more or different things than a basic action can, often combining two or even three basic effects into one turn's action) that are split into color zones, with Green abilities being the least powerful and Red being the strongest. To determine what abilities are available for use, you take the "Reddest" zone that either the scene tracker or your personal zone is in, so if get thumped on badly you could conceivably be using Yellow or Red abilities in turn one (because you're that desperate) or toward the end of the scene a perfectly Healthy hero could be using Red abilities because the situation has escalated that much. Having the scene tracker run completely out is generally a villain "win" that at least lets them get away cleanly, and might be much worse. The GM defines the consequences of a villain win, as well as the hero "victory conditions" - which often includes defeating all the opposition but can be much more varied and interesting than that, eg disarming the Doomsday Device, evacuating the VIP assassination target, etc. The end result of all that is a system than does a good job of naturally ramping up the action both over time and in response to how much the PCs are getting mauled, so you see the kind of heroic effort under pressure that defines comic book supers - to me, anyway. It's quite similar to 13th Age's excellent escalation die mechanic, but more deeply integrated into the overall game mechanics. If you want more wall of text musings about the game, there's a fair bit on my blog. The most useful (for what you're asking about) is probably found under [URL='https://villainyunpublished.blogspot.com/2023/04/house-rules-and-maunderings-index.html']Maunderings here[/URL], with the unfinished Gameplay Overview articles [URL='https://villainyunpublished.blogspot.com/2024/05/sentinel-comics-rpg-gameplay-overview.html']here[/URL] and [URL='https://villainyunpublished.blogspot.com/2024/05/sentinel-comics-rpg-gameplay-overview_9.html']here[/URL] maybe being the most relevant. Really need to get part three of that series done. There's also a two-part series on the practical aspects of designing an action scene using an example from one of my campaigns, the first part of which is [URL='https://villainyunpublished.blogspot.com/2023/05/designing-action-scene-part-1.html']here[/URL] and the crunchier second half [URL='https://villainyunpublished.blogspot.com/2023/05/designing-action-scene-part-2.html']here[/URL]. Finally, there's a page listing other online Sentinels stuff over [URL='https://villainyunpublished.blogspot.com/2024/05/other-sentinel-comics-rpg-online.html']here[/URL]. I would particularly recommend a look at the two play-by-post games ([URL='https://forum.rpg.net/index.php?threads/sentinel-comics-crackerjacks.912073/']Crackerjacks[/URL] and [URL='https://forum.rpg.net/index.php?threads/sentinel-comics-the-pivotal-point-guard.916361/']Pivotal Point Guard[/URL]) linked there if you want to read some actual play in progress, although you obviously wouldn't want to comment or ask questions on thread for those - that's what PMs are for. Man, I boost for this game a lot. :) [/QUOTE]
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