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Any Supers Game that feels Super?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9377344" data-attributes="member: 7044704"><p>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.</p><p></p><p>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:</p><p></p><p>- I like the way MHR (and Cortex in general) lets you use more than just three dice in a roll, but at the same time I wonder if the fixed-number mods of SCRPG aren't a more elegant way to approach that - and SCRPG's "mod game" is really impactful in play and makes "support characters" who rarely take Attack actions of their own quite viable, especially ones that can affect multiple targets or hand out persistent mods.</p><p></p><p>- MHR does a little more to spell out what its power SFX do mechanically than SCRPG, which leaves them purely narrative. Whether that's a plus or minus for either depends on how comfortable the table is at narrative improv and how people feel about voluntarily limiting themselves to stay on-concept. Some SCRPG powers are potentially really, really broad as written - what can't you justify with Power Suit or Inventions, for ex - and it's left up to the table to negotiate the answers on them. Great when you can all agree, not so much when you can't.</p><p></p><p>- I think the Doom Pool and GYRO tracker manage to be surprisingly close to one another in how well they build drama in a scene. SCRPG is more predictable in how things ramp up while MHR is much harder to "read" from everyone's POV but offers the GM a ton of choices about when and how to use their pool dice. That feels like an overall wash to me, with maybe a slight edge to Cortex.</p><p></p><p>- I kind of wish SCRPG had more in the way of metacurrency for everyone to work with, especially when it comes to dice manipulation. MHR is just plain better at that aspect of things, and the two have similar enough die-rolling conventions that I feel it sometimes.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9377344, member: 7044704"] 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. 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: - I like the way MHR (and Cortex in general) lets you use more than just three dice in a roll, but at the same time I wonder if the fixed-number mods of SCRPG aren't a more elegant way to approach that - and SCRPG's "mod game" is really impactful in play and makes "support characters" who rarely take Attack actions of their own quite viable, especially ones that can affect multiple targets or hand out persistent mods. - MHR does a little more to spell out what its power SFX do mechanically than SCRPG, which leaves them purely narrative. Whether that's a plus or minus for either depends on how comfortable the table is at narrative improv and how people feel about voluntarily limiting themselves to stay on-concept. Some SCRPG powers are potentially really, really broad as written - what can't you justify with Power Suit or Inventions, for ex - and it's left up to the table to negotiate the answers on them. Great when you can all agree, not so much when you can't. - I think the Doom Pool and GYRO tracker manage to be surprisingly close to one another in how well they build drama in a scene. SCRPG is more predictable in how things ramp up while MHR is much harder to "read" from everyone's POV but offers the GM a ton of choices about when and how to use their pool dice. That feels like an overall wash to me, with maybe a slight edge to Cortex. - I kind of wish SCRPG had more in the way of metacurrency for everyone to work with, especially when it comes to dice manipulation. MHR is just plain better at that aspect of things, and the two have similar enough die-rolling conventions that I feel it sometimes. [/QUOTE]
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