thormagni
Explorer
Superhero conventions
By John Clark
While putting together some ideas for a superhero scenario, I realized that folks who are not steeped in comic book lore could find it difficult to play a superhero, so I threw together some notes on what exactly makes a superhero setting. Some of the accepted conventions of the genre, if you will, that separate a superhero setting from any other modern genre. These are the conventions of a modern, mainstream superhero world, such as the DC or Marvel Comics’ universes and I am going to try to explain why these conventions exist using their in-game world logic. A game upholding all of these conventions would generally be known as a mainstream or “four-color” world.
Generally these conventions can be divided into broad groups: Motivation and World conventions. The Motivation Conventions outline how the protagonists in a standard superhero world view themselves and the world around them, i.e. why they do what they do. The World Conventions outline the way the world reacts to the superhumans in its midst.
Frankly, some of these conventions would seem absurd, overly optimistic or unrealistic in the modern world. Comic makers have addressed that by creating anti-heroes and post-modern superhero worlds. From the late ‘80s to the present, superhero comics have undergone two major trends toward an increasing number of anti-heroes and toward creators adopting post-modern superhero sensibilities. Anti-heroes are the law-breaking, lethal force using protagonists of comics. Post-modern superhero comics are those that choose to take a more “realistic” approach to the effect the presence of superheroes would have on our world.
For our purposes, the anti-hero comics stories to ignore one or more of the Motivation Conventions, while keeping their protagonists in a fairly standard superhero world. The post-modern worlds choose to eliminate one or more of the World Conventions while choosing to uphold some or most of the Motivation Conventions. The most frequently violated Motivation Convention in both anti-hero and post-modern comics is the standard superhero’s reluctance to kill an opponent.
It should be noted that anti-heroes and the protagonists in post-modern superhero comic books would frequently qualify as villains in the mainstream comics.
Before playing a superhero RPG, it is best to get a consensus between the players and GM on which of these conventions will be followed. A GM preparing for a four-color world would not be ready for lethal-force using superheroes. And similarly, a true-blue superhero would be out of place in a post-modern, degenerate superpowered world.
By John Clark
While putting together some ideas for a superhero scenario, I realized that folks who are not steeped in comic book lore could find it difficult to play a superhero, so I threw together some notes on what exactly makes a superhero setting. Some of the accepted conventions of the genre, if you will, that separate a superhero setting from any other modern genre. These are the conventions of a modern, mainstream superhero world, such as the DC or Marvel Comics’ universes and I am going to try to explain why these conventions exist using their in-game world logic. A game upholding all of these conventions would generally be known as a mainstream or “four-color” world.
Generally these conventions can be divided into broad groups: Motivation and World conventions. The Motivation Conventions outline how the protagonists in a standard superhero world view themselves and the world around them, i.e. why they do what they do. The World Conventions outline the way the world reacts to the superhumans in its midst.
Frankly, some of these conventions would seem absurd, overly optimistic or unrealistic in the modern world. Comic makers have addressed that by creating anti-heroes and post-modern superhero worlds. From the late ‘80s to the present, superhero comics have undergone two major trends toward an increasing number of anti-heroes and toward creators adopting post-modern superhero sensibilities. Anti-heroes are the law-breaking, lethal force using protagonists of comics. Post-modern superhero comics are those that choose to take a more “realistic” approach to the effect the presence of superheroes would have on our world.
For our purposes, the anti-hero comics stories to ignore one or more of the Motivation Conventions, while keeping their protagonists in a fairly standard superhero world. The post-modern worlds choose to eliminate one or more of the World Conventions while choosing to uphold some or most of the Motivation Conventions. The most frequently violated Motivation Convention in both anti-hero and post-modern comics is the standard superhero’s reluctance to kill an opponent.
It should be noted that anti-heroes and the protagonists in post-modern superhero comic books would frequently qualify as villains in the mainstream comics.
Before playing a superhero RPG, it is best to get a consensus between the players and GM on which of these conventions will be followed. A GM preparing for a four-color world would not be ready for lethal-force using superheroes. And similarly, a true-blue superhero would be out of place in a post-modern, degenerate superpowered world.