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<blockquote data-quote="Wofano Wotanto" data-source="post: 9374333" data-attributes="member: 7044704"><p>So, started playing in a supers game using the Sentinel Comics system and I'm having some doubts about it. Three sessions in now, with the usual session zero awkward meet-and-greet with the rest of our sponsored hero team, then an emergency response to a tech facility being robbed by costumed thugs with supervillain support, and last session went into foiling their escape after a brief chase and then investigating what they were after and who they were sent by. Things went smoothly enough - we all know the system, and I've played with and run for three of the other players. </p><p></p><p>The problem is tonal. This was pitched as a "nuSilver Age" game running with tropes from the era (so relatively gonzo, mostly black & white heroics expected, and sanitized violence and superfight consequences) but set in the modern day, and everyone built characters to suit that. Then the robbery-in-progress had the villains actively trying to kill some police officers that were trapped in their wrecked car, and one of them murdered a security guard by twisting his head off as a show of force before we could do anything about it. During the chase last session the baddies did their best to kill civilians, including shoving a loaded van off a bridge at one point. Didn't create a challenge or anything to slow us down mechanically, it was just a passing description of their chase action Overcome. One of us still peeled off to slow the fall and then get the victims to shore safely, but the GM seemed surprised when they did so.</p><p></p><p>Not hating it or anything, but it felt a lot more like edgy 90s fare from one of Image's weaker books than Silver Age. One of my fellow players also objected to what he saw as an ACAB tone to things, and I'm not sure he's off base in saying that. The police NPCs were portrayed as rather hostile when interacting with us, especially with the team being sponsored by the local government with philanthropist support. We're not a bunch of shady vigilante types and spent more time saving both police and civilians in both "action" sessions than we did directly fighting the bad guys.</p><p></p><p>Think we're going to need to have a talk with the GM about expectations. I wouldn't particularly mind playing a grittier campaign but it isn't what we were sold on, and with two of our players having real-world relatives in law enforcement there needs to be some tact involved in using hostile or downright criminal cops in game. Fine if you can justify it, but that hasn't been coming through so far. Is their union angry with us? Are the ones we talked to crooked? Is there some kind of politics going on we don't know about? Maybe our sponsors are shady and the police know it but can't get the evidence to do anything? We've only had three sessions and I don't feel like jerking my knee about it, but the vibe so far has been weird.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9374333, member: 7044704"] So, started playing in a supers game using the Sentinel Comics system and I'm having some doubts about it. Three sessions in now, with the usual session zero awkward meet-and-greet with the rest of our sponsored hero team, then an emergency response to a tech facility being robbed by costumed thugs with supervillain support, and last session went into foiling their escape after a brief chase and then investigating what they were after and who they were sent by. Things went smoothly enough - we all know the system, and I've played with and run for three of the other players. The problem is tonal. This was pitched as a "nuSilver Age" game running with tropes from the era (so relatively gonzo, mostly black & white heroics expected, and sanitized violence and superfight consequences) but set in the modern day, and everyone built characters to suit that. Then the robbery-in-progress had the villains actively trying to kill some police officers that were trapped in their wrecked car, and one of them murdered a security guard by twisting his head off as a show of force before we could do anything about it. During the chase last session the baddies did their best to kill civilians, including shoving a loaded van off a bridge at one point. Didn't create a challenge or anything to slow us down mechanically, it was just a passing description of their chase action Overcome. One of us still peeled off to slow the fall and then get the victims to shore safely, but the GM seemed surprised when they did so. Not hating it or anything, but it felt a lot more like edgy 90s fare from one of Image's weaker books than Silver Age. One of my fellow players also objected to what he saw as an ACAB tone to things, and I'm not sure he's off base in saying that. The police NPCs were portrayed as rather hostile when interacting with us, especially with the team being sponsored by the local government with philanthropist support. We're not a bunch of shady vigilante types and spent more time saving both police and civilians in both "action" sessions than we did directly fighting the bad guys. Think we're going to need to have a talk with the GM about expectations. I wouldn't particularly mind playing a grittier campaign but it isn't what we were sold on, and with two of our players having real-world relatives in law enforcement there needs to be some tact involved in using hostile or downright criminal cops in game. Fine if you can justify it, but that hasn't been coming through so far. Is their union angry with us? Are the ones we talked to crooked? Is there some kind of politics going on we don't know about? Maybe our sponsors are shady and the police know it but can't get the evidence to do anything? We've only had three sessions and I don't feel like jerking my knee about it, but the vibe so far has been weird. [/QUOTE]
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