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Any Supers Game that feels Super?
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<blockquote data-quote="aramis erak" data-source="post: 9380608" data-attributes="member: 6779310"><p>a few other things about Sentinel Comics: </p><ul> <li data-xf-list-type="ul">Death only happens with player permission. </li> <li data-xf-list-type="ul">advancement is shallow and infrequent - between "collections" - usually 6 "issues" (adventures); for my store game, that was about 9 sessions each time.<ul> <li data-xf-list-type="ul">The substantial change is swap a power, quality, principle, or ability for another of same type and size</li> <li data-xf-list-type="ul">The major change is literally change the choices in character gen, and essentially just make them over</li> <li data-xf-list-type="ul">Either way, the collection also adds the ability to call-back to the collection</li> </ul></li> <li data-xf-list-type="ul">Callbacks - 1 per adventure collection on sheet (including the backstory one), just have to have a short "flashback" description<ul> <li data-xf-list-type="ul">change a die after rolling to whatever you want it to be</li> <li data-xf-list-type="ul">make a narrative declaration of something</li> <li data-xf-list-type="ul">avoid a minor complication</li> </ul></li> </ul><p>The lack of obvious mechanical power growth is intentional; the extra callbacks don't seem that potent, but they are. that's essentially an overome complete success. or a max damage attack. This is a very shallow growth, but it's a very flexible one.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9380608, member: 6779310"] a few other things about Sentinel Comics: [LIST] [*]Death only happens with player permission. [*]advancement is shallow and infrequent - between "collections" - usually 6 "issues" (adventures); for my store game, that was about 9 sessions each time. [LIST] [*]The substantial change is swap a power, quality, principle, or ability for another of same type and size [*]The major change is literally change the choices in character gen, and essentially just make them over [*]Either way, the collection also adds the ability to call-back to the collection [/LIST] [*]Callbacks - 1 per adventure collection on sheet (including the backstory one), just have to have a short "flashback" description [LIST] [*]change a die after rolling to whatever you want it to be [*]make a narrative declaration of something [*]avoid a minor complication [/LIST] [/LIST] The lack of obvious mechanical power growth is intentional; the extra callbacks don't seem that potent, but they are. that's essentially an overome complete success. or a max damage attack. This is a very shallow growth, but it's a very flexible one. [/QUOTE]
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