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Any Supers Game that feels Super?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9377399" data-attributes="member: 7044704"><p>I'm a fan of both (especially Godlike, which gives me an excuse to use those decades of historical wargaming knowledge) but I have to admit the One Roll Engine is just not for everyone. I've had players bounce off that system harder than anything I've ever tried to teach anyone, and it makes me gun shy about recommending them. Fun settings though, and if everyone can grasp the die mechanic the mechanics are fine.</p><p></p><p>Yeah, that's a FATE game. Decent reads too, although I'm stodgy enough to prefer my superhero media in comic format rather than text (or even cinema, honestly).</p><p></p><p>Yeah, I think you can emulate the most aspects of SCRPG (and other supers games) with Cortex. Scale dice are a particularly useful approach to the common problem of differentiating between street/super/cosmic power tiers IMO. </p><p></p><p>That's an interesting take on it. SCRPG definitely uses very different rules for NPCs and PCs, and both environments and stand-alone challenges are different from either, but I find all of them pretty easy to work with once you get used to them and what they offer a GM when scene building. I have more trouble with Cortex scenes, which I never really feel confident are going to perform at the difficulty level I'm shooting for. Might just be relative lack of practice, though. I've spent a silly amount of time and brainwork on Sentinels at this point.</p><p></p><p>Both games could probably do with a bit more newbie GM advice and expectations for scene construction in their core books IMO. Cortex (and through it, MHR) has an edge there because there's so much fan support/discussion out there, where SCRPG has some extremely uncommunicative designers and a much quieter fan community.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9377399, member: 7044704"] I'm a fan of both (especially Godlike, which gives me an excuse to use those decades of historical wargaming knowledge) but I have to admit the One Roll Engine is just not for everyone. I've had players bounce off that system harder than anything I've ever tried to teach anyone, and it makes me gun shy about recommending them. Fun settings though, and if everyone can grasp the die mechanic the mechanics are fine. Yeah, that's a FATE game. Decent reads too, although I'm stodgy enough to prefer my superhero media in comic format rather than text (or even cinema, honestly). Yeah, I think you can emulate the most aspects of SCRPG (and other supers games) with Cortex. Scale dice are a particularly useful approach to the common problem of differentiating between street/super/cosmic power tiers IMO. That's an interesting take on it. SCRPG definitely uses very different rules for NPCs and PCs, and both environments and stand-alone challenges are different from either, but I find all of them pretty easy to work with once you get used to them and what they offer a GM when scene building. I have more trouble with Cortex scenes, which I never really feel confident are going to perform at the difficulty level I'm shooting for. Might just be relative lack of practice, though. I've spent a silly amount of time and brainwork on Sentinels at this point. Both games could probably do with a bit more newbie GM advice and expectations for scene construction in their core books IMO. Cortex (and through it, MHR) has an edge there because there's so much fan support/discussion out there, where SCRPG has some extremely uncommunicative designers and a much quieter fan community. [/QUOTE]
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