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<blockquote data-quote="Jer" data-source="post: 8613717" data-attributes="member: 19857"><p>I think it's an interesting experiment. Supers games typically try to go for some kind of disassociated mechanics for power systems because trying to cover the vast swath of possible superpowers is viewed as too unwieldy - to cover all possible powers you can define a handful of possible effects and then have players "theme" those effects to be what they want to express as a power. The ur-example is Champions, but Mutants and Masterminds and Icons both follow this pattern. Then you have the more narrative approaches like Masks or Sentinels or MHRP where the powers are really abstracted, which also allows you to represent lots of powers with a small amount of rules.</p><p></p><p>I haven't seen anyone try to make a supers game without one of those two approaches to powers in a while. Big long power lists went out of style, and it's interesting to see someone try to bring them back with a different take on it. I'm hoping to get a few of my regular group together to try it out - I've got my Marvel Heroscape minis and Heroclix minis that we can dig out and try - it seems like the kind of game that would benefit from minis instead of theater of the mind, even though the rules say it could be played TotM. I wish they included some supervillains in the playtest tho - I'm going to have to make some with the playtest rules alone to have a real test of the system. (I'm also curious to see how the dice system works - it seems interesting on paper, I want to see how it works in practice).</p><p></p><p>I doubt that it'll replace Icons with the regular group - that's been our supers game of choice for a while now - but it's such a weird almost retro approach that I'm really curious to see how it plays at the table.</p></blockquote><p></p>
[QUOTE="Jer, post: 8613717, member: 19857"] I think it's an interesting experiment. Supers games typically try to go for some kind of disassociated mechanics for power systems because trying to cover the vast swath of possible superpowers is viewed as too unwieldy - to cover all possible powers you can define a handful of possible effects and then have players "theme" those effects to be what they want to express as a power. The ur-example is Champions, but Mutants and Masterminds and Icons both follow this pattern. Then you have the more narrative approaches like Masks or Sentinels or MHRP where the powers are really abstracted, which also allows you to represent lots of powers with a small amount of rules. I haven't seen anyone try to make a supers game without one of those two approaches to powers in a while. Big long power lists went out of style, and it's interesting to see someone try to bring them back with a different take on it. I'm hoping to get a few of my regular group together to try it out - I've got my Marvel Heroscape minis and Heroclix minis that we can dig out and try - it seems like the kind of game that would benefit from minis instead of theater of the mind, even though the rules say it could be played TotM. I wish they included some supervillains in the playtest tho - I'm going to have to make some with the playtest rules alone to have a real test of the system. (I'm also curious to see how the dice system works - it seems interesting on paper, I want to see how it works in practice). I doubt that it'll replace Icons with the regular group - that's been our supers game of choice for a while now - but it's such a weird almost retro approach that I'm really curious to see how it plays at the table. [/QUOTE]
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