Favorite Superhero TTRPG

I figure since I've got a few moments I might as well list the games I've had on the list to potentially run (two of them I've run enough to actually talk about intelligibly) even though as I said, I've got problems with all of them. I'll note that well several have some strong narrative elements, none are entirely over on that edge because I still want a bit too much gamey stuff for that to work for me.

In no particular order:

Mighty Protectors (aka Villains and Vigilantes 3e)
Prowlers and Paragons UE
Hero 6e
BASH UE

Honorable mention goes to Supers RED, which I think in the end is just a bit too broad strokes for me over and above any other problems with it.
 

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Sentinel Comics unless I want to play a campaign that's going to run more than ~50 sessions, at which point character progression is way too fast and needs tweaking that we haven't worked out with five groups and 30-odd people trying since about 2023. Great system, but short legs for an RPG. Then again, not really sure I want long supers games any more, so maybe its irrelevant.

Masks: Next Generation if I want to play coming-of-age hero stories. Zero interest in it otherwise. And with my usual circle of players, we're more likely to run games set in the 70s, 80s or 90s than the modern day, ie the decades when most of us were actually coming of age.

Other than that there's nothing left that I'd want to play more than a few sessions of a year and that mostly for nostalgia's sake, and I've played almost everything out there as far as supers RPGs go.

To answer your specifics:

Bought Masks when it was brand new, so what, 2016-ish? SCRPG was early 2021 since I didn't back the Kickstarter - and I probably wouldn't be playing it (or ever buying anything from GTG again) if I had, so that's for the best. I favor both for having very strong (but quite different) approaches to narrative play, as well as due to liking the Cortex engine that the SCRPG is descended from. I don't have generally have "favorite" characters and am content to enjoy whoever I'm currently running, although I do have a weakness for playing light-hearted stretchy heroes owing to the obvious need to offset the pernicious influence of Reed Richards at every turn. Victor von Doom's hatred for his old roommate is pallid candleflame compared to the raging supernova of my own loathing for the creep.
 
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I’m a devoted HEROphile, and have been since Champions 1Ed.

Mutants & Masterminds is in 2d place, mainly because there’s certain mechanics that just didn’t match my preferences, nor those of the players I ran it for.

I have a bunch of others- SAS, Aberrant, Godlike, Heroes, Inc., Underground, Brave New World, and so forth- and each has plusses & minuses.
 

What is YOUR favorite superhero tabletop roleplaying game? When did you first find it? Why do you love it? Do you have a favorite superhero character that you created? Let's talk about what makes it all so super 🤓
Sentinel Comics. Found it in 2018 via the starter kit. Then got in on the KS.
second place? MHRP. Cam Bank's masterpiece. Cam literally dared me to try it.
Third is tied: Advanced Marvel Super Heroes (TSR Colortable/FASERIP) and Marvel Super Heroes Adventure Game (Saga System - card based)

The others I've played or GM'd, and won't do for supers again: V&V 1e, GURPS (Supers, Wild Cards), Champions, Mutazoids, Heroes Unlimited, TMNT.
Of these, I'm open to using Champions again... but not the others.
Not technically supers, but Spirit of the Century lends itself to a pulp supers style. Be open to running it... for the right group.

I've got a copy of the supers rules for T&T, but haven't run/played that expansion.
 

Hey @Wofano Wotanto and @aramis erak , both of you mentioned Sentinel Comics. I own it and want to try but never got a group going for it. Can you tell me a little about how it plays and what it's strengths are? Some of those you've mentioned running I've played are Masks, Champions, MHRP, TMNT and other Strangeness (the 80s one), and FASERIP if there's a meaningful comparison or anti-comparison to be made.
 

Sentinel is driven by the colored tracks... the timer, and each PC's HP track.
The timer and the HP track both progress colorwise: Green to Yellow to Red.
Powers are colored: Green are always usable, yellow only once either or both of HP and timer are in yellow; red likewise when either/both are in red. Red are the most potent abilities.
PC and Villain Actions are 3 dice: one from a quality, one from a power, and one from the trackers... Not all characters get worse with damage... Some go from low in green (d4 or d6) up to d8 or d10 in red. You then take one of those three; if using standard moves in standard ways, it's the middle die. There are 5 standard moves: Attack, Defend, Boost, hinder, Overcome; there are three more that are special ability gated but are essentially default moves: heal, create item/lieutenant, create minions.

PC's who run out of HP are "Out" - but that doesn't take them out of play. Every character has a specific out ability... they're not strong, but they do matter.
Death is only on the table when the victim chooses.

The real special sauce is a combination of the ability to restore a box on the tracker, and that the environment gets a turn.

The environment having a turn is really a nifty idea - you don't forget it!

It's grounded in a storygame mode; Cam Banks and the Bakers (Meg and Vincent) consulted on the game. Lots of say yes... Narrate until something is a power or is a standard move, then resolve it, hand off to someone else. Lots of complicated successes.

The trio of badguy levels: Villains, Lieutenants, and Minions... Villains work like PCs, but with different character gen. Minions and Lieutenants both are rated with a single die. Minions typically have one or two allowed moves; when you hit them, you either step them down or kill them outright. Lieutenants, if hit really hard, might be taken out... but normally they step down if damage beats resistance, shrug it off otherwise. When they act, Minions typically are restricted to one or two move types; Lieutenants generally have all 5 standard moves and may have a single special move/power.

Minions matter in the long run, but die easily, especially when inside area attacks...
Lieutenants are much harder, and represent credible threats - that the rolls that minions step down upon are no effect on Lieutenants is a huge factor. (double the resistance, and the LT pops like a minion.)

Player Character gen is also interesting. There are multiple ways to do it in the core... as a Traveller fan, I like the random mode... which is roll a few dice, and pick from the numbers of any given die, or the sum of two, and take what's listed. Each step adds details and special abilites. And yet, lots of meaningful choices... Also, characters wind up with two Principles... which provide a bonus when used...

The oddest from my players was "Maria"... who was haunted by snooping spirits, and was able channel and use them to get views from alternate points, and to have them scare her foes.
The most boom was "Rad Blaster" - a detective with public super ID, and a penchant for a 2 kT dirty fizzle on a bad day. (His red was a Nuclear d12 based area attack... keeping high die.
Another fun character was Andvari the Alien... an illusionist insectoid presenting a human appearance... until in the red.
All three were made using the random as a starting point, by the RAW...

Villain gen is similar, but different tables.

I'm not a fast GM. But for me, SC runs faster than just about anything else. It's just enough narrativist elements to have that storygame flow; just enough trad to not alienate the "5E as minisgame" gamers too much.

To recap in brief, they key feel elements:
  • Environment Turns
  • Timers galore
  • Minions, Lieutenants, and Villains
  • 3k1 rolling
  • interesting minigame character gen
    • Many meaningful choices
    • Random mode reduces choices to 2 to 5 of 20+...
  • Play is fast
 

Ironically, I used to be an M&M guy for many years (I was pretty well known on the Atomic Think Tank under a different handle) until I realized that, fundamentally, most in-game choices were either bad or illusory, and from that point on I decided it was mechanically waaay too dull for me.
Really? I learned how to play & run M&M on the old ATT. There were a lot of helpful people there like JDRook, FuzzyBoots, Epic, and Davies. The "all-new" ATT site is okay but not the same, and I agree that M&M has its cracks, but all games have 'em.
Didn’t think I’d have one since Supers are not really my thing. The crunchy systems never seemed to do Batman and Superman in same reality well.

Then, I tried Masks and the narrative approach opened doors for me no other supers system had. This, to me is how you do it.

One shot as a favor to a friend preparing for a con.

Felt the focus was more on the narrative and characters in particular. Less goofy combat mechanics and trad play oddities to navigate.

I’ve just done pregens. I played a female Wolverine like C-23 and was fun. I’d have fun designing my own playbook and character for sure tho.
I bought MASKS fully prepared to run a 1shot and couldn't put it together. IMO, the game focuses too much on relationships and not enough on what makes superheroes dynamic (powers and fights). But, for people looking for something more like "Super-Soap Opera", MASKS completely nails it.
 

What is YOUR favorite superhero tabletop roleplaying game? When did you first find it? Why do you love it? Do you have a favorite superhero character that you created?
Mine would have to be Mutants and Masterminds 2nd edition. I vaguely remember coming across it at a convention about 10-15 years ago. I collected some of its' books, my favorite being the Ultimate Power Pocketbook for the level of customization and crunch it offered when creating superpowers.

I wasn't into role-playing at the time, so I mostly tried my hand at creating superheroes. I had created two favorites back then. My first creation, Cerberus, combined the Costumed Detective and Duplicator archetypes. I had it where the outside world saw him as a team of highly trained, highly skilled individuals who operated much like Batman. But in reality, the threesome were one individual, three bodies sharing a single mind. I was sort of inspired by Christopher Hinz's Paratwa from a series of the same name. Christopher Hinz - Wikipedia The Paratwa were a race of genetically engineered super-soldiers, each of whom existed as a single mind shared by two bodies.
My second creation, Arbor, was an attempt to figure out the powers of another superhero named The Maple Leaf. The latter was a creation of the Guardian Project. Basically, the Guardian Project was an attempt to create superheroes based off of each of the teams in the National Hockey League. 😋

The Maple Leaf

nhl+guardians+maple+leaf+bio.jpg

Using the Ultimate Power pocketbook, I finally came up with an array that involved Plant Control and Plant Mimicry. 😋 I had a fun time figuring out his powers. :)
 

I bought MASKS fully prepared to run a 1shot and couldn't put it together. IMO, the game focuses too much on relationships and not enough on what makes superheroes dynamic (powers and fights). But, for people looking for something more like "Super-Soap Opera", MASKS completely nails it.
I can see that. Relationships were always important in supers to me though. Even the hero and villain ones. To me, the powers and fights are secondary, particularly if you are going to have a combat system like that in D&D, Gurps, etc... You wont ever get the feel of Batman and Superman on the same team (or opposed!). In a narrative system, that power discrepancy simply doesn't matter. YMMV
 

I've played Champions, Villains and Vigilantes, TSR's old Marvel Super Heroes, Icons, Masks, and Mutants and Masterminds (editions 1, 2, and 3). I'm finally getting a chance to try out Marvel Heroic Roleplaying at Gamehole Con this year.
So far, my favorite is Mutants and Masterminds.
 

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