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<blockquote data-quote="PrunellaUK" data-source="post: 9537036" data-attributes="member: 7048285"><p>My first superhero RPG was Chaosium's <em>Superworld</em> in 1984 or thereabouts. Since then I've sampled almost everything in the genre.</p><p></p><p>A lot of supers games are more wargame than rpg, with a big emphasis on fighting, and complex mechanics for handing a wide variety of interactions. <em>Superworld</em> and <em>Champions</em> fit into this category, but I've always found them to be overwrought, and appeal to a certain kind of min-max player.</p><p></p><p>I lean towards lighter games to get out of the trap of constant battles, and move towards a more narrative approach. Obviously the '80s-era <em>Marvel Super Heroes RPG</em> was a step in that direction. But honestly, I always felt that <em>Golden Heroes</em> (still around in the form of Simon Burley's <em>Squadron U</em>K, which you can find <a href="http://squadronuk.co.uk/" target="_blank">here</a>) is one of the best of that early era. At least fights were swifter, and it gave a lot of throught to the metagame structure around the fights.</p><p></p><p>Of the more recent systems I feel that <em>MASKS</em> does some really interesting things with narrative storytelling is certainly pushes closer to my ideal. The <em>Sentinel Comics RPG</em> system is at the crunchier end, with a dice pool mechanism that might tax players suffering from brain fade at the end of an evening session, but otherwise does a lot of really interesting things, particularly with regards to integrating the environment into contests.</p><p></p><p>However, although systems like the Cypher System's <em>Claim the Sky</em>, the <em>Marvel Multiverse Roleplay Game</em> and <em>Savage Worlds Superpowers Companion</em> all have good things to recommend them (even if they are still a bit fighty) I'd probably run FATE's Venture City as my personal preference. It's FATE, it's focus is storytelling, you are less likely to get bogged down in dreary, dragged-out tactical battles.</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9537036, member: 7048285"] My first superhero RPG was Chaosium's [I]Superworld[/I] in 1984 or thereabouts. Since then I've sampled almost everything in the genre. A lot of supers games are more wargame than rpg, with a big emphasis on fighting, and complex mechanics for handing a wide variety of interactions. [I]Superworld[/I] and [I]Champions[/I] fit into this category, but I've always found them to be overwrought, and appeal to a certain kind of min-max player. I lean towards lighter games to get out of the trap of constant battles, and move towards a more narrative approach. Obviously the '80s-era [I]Marvel Super Heroes RPG[/I] was a step in that direction. But honestly, I always felt that [I]Golden Heroes[/I] (still around in the form of Simon Burley's [I]Squadron U[/I]K, which you can find [URL='http://squadronuk.co.uk/']here[/URL]) is one of the best of that early era. At least fights were swifter, and it gave a lot of throught to the metagame structure around the fights. Of the more recent systems I feel that [I]MASKS[/I] does some really interesting things with narrative storytelling is certainly pushes closer to my ideal. The [I]Sentinel Comics RPG[/I] system is at the crunchier end, with a dice pool mechanism that might tax players suffering from brain fade at the end of an evening session, but otherwise does a lot of really interesting things, particularly with regards to integrating the environment into contests. However, although systems like the Cypher System's [I]Claim the Sky[/I], the [I]Marvel Multiverse Roleplay Game[/I] and [I]Savage Worlds Superpowers Companion[/I] all have good things to recommend them (even if they are still a bit fighty) I'd probably run FATE's Venture City as my personal preference. It's FATE, it's focus is storytelling, you are less likely to get bogged down in dreary, dragged-out tactical battles. [/QUOTE]
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