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Any Supers Game that feels Super?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9379063" data-attributes="member: 7044704"><p>I think you can go pretty dark with it, although the designers seem to have had a more bombastic Silver Age feel primarily in mind. Just dialing up mortality on the minions and lieutenants so heroes can't just casually declare they're disabling them without major injuries or death would make for a big shift in tone - broken bodies, emergency first aid and outright corpses will do that. Maybe apply a blanket save bonus for opting to use "less harmful" Attacks or something?</p><p></p><p>Getting a real fear of death or lasting injury for the PCs would be an even bigger step, but the combat system is built around the premise that you're going to go Out pretty regularly and you only die when you want. It would need some tweaking to change that. Maybe something like tracking negative Health applying a Major Twist at -Max Red Health, then a "lasts till end of next session" Major Twist at twice that and "just die already" at thrice? So a hero that normally hits Red at 11 Health gets hurt at -11, hurt even worse at -22, and dies at -33. Most villains won't keep deliberately beating someone who's Out if there are other active heroes, but it makes getting people off the field to avoid getting caught in multi-target Attacks important. I think I'd still let Montage Scene healing start from zero as normal since you don't want people totally out of the rest of the session. How else are you going to see the awful effects of their injuries? <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><p></p><p>Alternately, you could let a PC stay alive no matter what if they want but take a Major Twist that lasts one extra session each time they hit a -X multiple. At some point you'll be so mauled it'll be time to retire for a while even if you do survive. Maybe the same character comes back at a collection reboot point, possibly greatly changed from the experience.</p><p></p><p>Major Twists can be godawful brutal (lose one or more abilities, lose access to one or more powers or qualities, lose something/someone precious, etc. - and that's just official suggested stuff) and can easily represent many types of serious lasting wounds or disempowerment if chosen carefully.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9379063, member: 7044704"] I think you can go pretty dark with it, although the designers seem to have had a more bombastic Silver Age feel primarily in mind. Just dialing up mortality on the minions and lieutenants so heroes can't just casually declare they're disabling them without major injuries or death would make for a big shift in tone - broken bodies, emergency first aid and outright corpses will do that. Maybe apply a blanket save bonus for opting to use "less harmful" Attacks or something? Getting a real fear of death or lasting injury for the PCs would be an even bigger step, but the combat system is built around the premise that you're going to go Out pretty regularly and you only die when you want. It would need some tweaking to change that. Maybe something like tracking negative Health applying a Major Twist at -Max Red Health, then a "lasts till end of next session" Major Twist at twice that and "just die already" at thrice? So a hero that normally hits Red at 11 Health gets hurt at -11, hurt even worse at -22, and dies at -33. Most villains won't keep deliberately beating someone who's Out if there are other active heroes, but it makes getting people off the field to avoid getting caught in multi-target Attacks important. I think I'd still let Montage Scene healing start from zero as normal since you don't want people totally out of the rest of the session. How else are you going to see the awful effects of their injuries? :) Alternately, you could let a PC stay alive no matter what if they want but take a Major Twist that lasts one extra session each time they hit a -X multiple. At some point you'll be so mauled it'll be time to retire for a while even if you do survive. Maybe the same character comes back at a collection reboot point, possibly greatly changed from the experience. Major Twists can be godawful brutal (lose one or more abilities, lose access to one or more powers or qualities, lose something/someone precious, etc. - and that's just official suggested stuff) and can easily represent many types of serious lasting wounds or disempowerment if chosen carefully. [/QUOTE]
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