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How Do You Like Your Super Hero TTRPG Games/Campaigns?
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<blockquote data-quote="Blue" data-source="post: 9202226" data-attributes="member: 20564"><p>Wow, I seem to have lots of opinions on this.</p><p></p><p>My formative superhero was a decade of Champions (now Hero System), with various others tried. But my current favorite is a PbtA called Masks: A New Generation, which is just about it's opposite as a rules system in every way. Crunchy vs. light. Simulation vs. narrative, etc.</p><p></p><p>One of the ones liked along the way was Marvel Heroic Roleplay, which really was more of a comic book emulator than a superhero one. And that was also really fun.</p><p></p><p>And while I like powers to be rare and therefore special, I'd play in a setting like My Hero Academia where almost every person has a Quirk of some power.</p><p></p><p>I've always felt they needed to be full of drama - not just external, but also on the team.</p><p></p><p>All of that said, while I played a lot of superhero RPGs, I wasn't a comic collector or even regular reader. Gold Age vs. Bronze Age I have a mild intellectual understanding of, but no strogn opinions, nor am I able to generally say "oh this game was XX Age" if it wasn't obvious or at the forefront of play.</p><p></p><p>I like things that make sense, so some deconstruction can be good. But by the flip side of the same token, it's a superhero genre so there's already suspensions of disbelief and handwaving going on - what's a bit more as long as it's enjoyable?</p><p></p><p>One trend I notice in myself - the crunchier & simulationist the game, the more wargamey it seems, and the more I want the heroes to be of a balanced power level, like a D&D party within that crunch. Conversely a light game I don't care about the relative power level as long as they have equal amounts of trouble. Thor and Hawkeye having a buddy drinking night, with Loki as the hidden cruise director? Sure, bring it on. Masks has a great example of this, with a playbook like The Nova who explicitly has more power - but so much that control of their power and potential consequences of it are their crux point, vs. a playbook like The Beacon who has no powers at all and needs to establish their right to be a hero and walk in a hero's world.</p><p></p><p>One thing I'd add not in the poll (but it's quite obscure, that's no shade towards Reynard) is that I like when there are mechanical reasons not to always be at full power. Just like some heroes need to worry about accidentally killing others, having reasons to be careful with your powers at times is a real bonus to me.</p></blockquote><p></p>
[QUOTE="Blue, post: 9202226, member: 20564"] Wow, I seem to have lots of opinions on this. My formative superhero was a decade of Champions (now Hero System), with various others tried. But my current favorite is a PbtA called Masks: A New Generation, which is just about it's opposite as a rules system in every way. Crunchy vs. light. Simulation vs. narrative, etc. One of the ones liked along the way was Marvel Heroic Roleplay, which really was more of a comic book emulator than a superhero one. And that was also really fun. And while I like powers to be rare and therefore special, I'd play in a setting like My Hero Academia where almost every person has a Quirk of some power. I've always felt they needed to be full of drama - not just external, but also on the team. All of that said, while I played a lot of superhero RPGs, I wasn't a comic collector or even regular reader. Gold Age vs. Bronze Age I have a mild intellectual understanding of, but no strogn opinions, nor am I able to generally say "oh this game was XX Age" if it wasn't obvious or at the forefront of play. I like things that make sense, so some deconstruction can be good. But by the flip side of the same token, it's a superhero genre so there's already suspensions of disbelief and handwaving going on - what's a bit more as long as it's enjoyable? One trend I notice in myself - the crunchier & simulationist the game, the more wargamey it seems, and the more I want the heroes to be of a balanced power level, like a D&D party within that crunch. Conversely a light game I don't care about the relative power level as long as they have equal amounts of trouble. Thor and Hawkeye having a buddy drinking night, with Loki as the hidden cruise director? Sure, bring it on. Masks has a great example of this, with a playbook like The Nova who explicitly has more power - but so much that control of their power and potential consequences of it are their crux point, vs. a playbook like The Beacon who has no powers at all and needs to establish their right to be a hero and walk in a hero's world. One thing I'd add not in the poll (but it's quite obscure, that's no shade towards Reynard) is that I like when there are mechanical reasons not to always be at full power. Just like some heroes need to worry about accidentally killing others, having reasons to be careful with your powers at times is a real bonus to me. [/QUOTE]
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