(un)reason
Legend
Polyhedron Issue 65: November 1991
part 4/5
With Great Power: Here we get reminded that the Marvel superheroic rpg was not just built around emulating around superheroes in general, but a very specific model of superhero, the guy in a costume with a secret identity who juggles a day job and their double life, with mixed degrees of success. This is (hashtag) not all superheroes! In fact, since the rise of ubiquitous cameraphones, they're a distinct minority, mainly legacy heroes who have reality-warping or social influence that can put the genie back in the bottle even if their identity does get leaked. But even 30 years ago, there were plenty of examples to choose from of heroes who were full time public good-doers or spent most of their time in other worlds/dimensions and didn't engage with the costumed crime-fighting scene at all. Government-sponsored agents who draw a legitimate wage for their activities and get the best in cutting-edge equipment. Eternals, who are more than powerful and long-lived enough that a day job is something only adopted temporarily for reasons other than needing the money. Inhumans, who's primary concern is their own society on the moon. Asgardians, who might travel the universe, but once again, their own society will usually be more significant than any earthly ties. Nothing ground-breaking but a good reminder for your own campaigns, which are less limited to sticking to a status quo than the comics, so you can take them all sorts of weird places without worrying about alienating people or what all the other superheroes and villains would do in the crossovers if you do something worldshaking. Even if you start off that way, at some point, you will get found out, and it's good to have a plan to continue without relying on the old gameplay loop before it happens if you want a long-running campaign.
part 4/5
With Great Power: Here we get reminded that the Marvel superheroic rpg was not just built around emulating around superheroes in general, but a very specific model of superhero, the guy in a costume with a secret identity who juggles a day job and their double life, with mixed degrees of success. This is (hashtag) not all superheroes! In fact, since the rise of ubiquitous cameraphones, they're a distinct minority, mainly legacy heroes who have reality-warping or social influence that can put the genie back in the bottle even if their identity does get leaked. But even 30 years ago, there were plenty of examples to choose from of heroes who were full time public good-doers or spent most of their time in other worlds/dimensions and didn't engage with the costumed crime-fighting scene at all. Government-sponsored agents who draw a legitimate wage for their activities and get the best in cutting-edge equipment. Eternals, who are more than powerful and long-lived enough that a day job is something only adopted temporarily for reasons other than needing the money. Inhumans, who's primary concern is their own society on the moon. Asgardians, who might travel the universe, but once again, their own society will usually be more significant than any earthly ties. Nothing ground-breaking but a good reminder for your own campaigns, which are less limited to sticking to a status quo than the comics, so you can take them all sorts of weird places without worrying about alienating people or what all the other superheroes and villains would do in the crossovers if you do something worldshaking. Even if you start off that way, at some point, you will get found out, and it's good to have a plan to continue without relying on the old gameplay loop before it happens if you want a long-running campaign.