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<blockquote data-quote="Wofano Wotanto" data-source="post: 9306692" data-attributes="member: 7044704"><p>The twist mechanics in the Sentinel Comics RPG can be similarly tiring for the GM for the same reason, but goes out of its way to encourage the whole table to suggest twist effects as well as providing a pretty extensive list of more mechanical effects to use - which still need description to explain them, but at least it helps a bit. Purely narrative twists are still commonplace, and everyone's character sheet will include at least a few personalized prompts for those based on your Principles so it's still a quite fluid system in that regard. But it definitely works better when the players are shouldering some of the creative burden here as well, with the GM able to sit back and play arbiter a bit more often. </p><p></p><p>I've found players more willing to gleefully shaft themselves over in that game than in FitD, but that may largely be due to very forgiving life-and-death-and-healing mechanics as you might expect in the supers genre. The FitD games I've played make it a little too painful to recover from injury and other negative consequences for most folks to really enjoy wrecking themselves (or other PCs) the way you can when the long-term stakes are lower. Telling people to treat their PCs "like a stolen car" is all very well and good, but it's difficult to combine that with a system that's also asking for serious time investment in character advancement - another thing that's downplayed (or at least more automatic) in the SCRPG.</p><p></p><p>FWIW, my principle concern with S&V in particular is that the published setting feels a little constricting for longer-term play, but that's easily fixed with homebrew additions or just plain using a different setting altogether and making trivial tweaks to suit - Star Wars being the obvious choice, but I played in a brief but quite enjoyable homebrew that essentially used an old pulp-scifi solar system so all the planets and half the moons were habitable and had native life.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9306692, member: 7044704"] The twist mechanics in the Sentinel Comics RPG can be similarly tiring for the GM for the same reason, but goes out of its way to encourage the whole table to suggest twist effects as well as providing a pretty extensive list of more mechanical effects to use - which still need description to explain them, but at least it helps a bit. Purely narrative twists are still commonplace, and everyone's character sheet will include at least a few personalized prompts for those based on your Principles so it's still a quite fluid system in that regard. But it definitely works better when the players are shouldering some of the creative burden here as well, with the GM able to sit back and play arbiter a bit more often. I've found players more willing to gleefully shaft themselves over in that game than in FitD, but that may largely be due to very forgiving life-and-death-and-healing mechanics as you might expect in the supers genre. The FitD games I've played make it a little too painful to recover from injury and other negative consequences for most folks to really enjoy wrecking themselves (or other PCs) the way you can when the long-term stakes are lower. Telling people to treat their PCs "like a stolen car" is all very well and good, but it's difficult to combine that with a system that's also asking for serious time investment in character advancement - another thing that's downplayed (or at least more automatic) in the SCRPG. FWIW, my principle concern with S&V in particular is that the published setting feels a little constricting for longer-term play, but that's easily fixed with homebrew additions or just plain using a different setting altogether and making trivial tweaks to suit - Star Wars being the obvious choice, but I played in a brief but quite enjoyable homebrew that essentially used an old pulp-scifi solar system so all the planets and half the moons were habitable and had native life. [/QUOTE]
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