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Mutants & Masterminds 3rd Edition
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<blockquote data-quote="Reynard" data-source="post: 5187300" data-attributes="member: 467"><p>There are two basic sorts of Supers games: those that are primarily focused on the genre within the confines of an RPG (M&M, Hero and Gurps Supers fall into this category) and those that attempt to capture the genre froma narrative/medium standpoint as well ("new school" games mostly, though Brave New World's Trick system did a decent job emulating certain aspect of comicbook combat).</p><p></p><p>I think the mistake that gets made or the confusion that occurs most is assuming that a super-hero genre game should be able to emulate the narrative aspects of the media which most often include supers. This happens in other genres, too, but supers seems to suffer the most. Gamers are gamers, regardless of the genre, IME and give a D&D player Superman and he'll be ruling the world in the first session. And never, ever give a gamer superspeed -- either you'll end up spending the entire session arguing about relativity, or the campaign setting with be irrevocably changed ten minutes in.</p><p></p><p>I joke, but my point is this: supers gaming is *not* the same as comic book gaming. Hero and M&M have both been very successful as crunchy supers games, without deeply ingrained genre emulation meta-rules. Genre emulation is, IMO, better left to handwavium and houserules and, most of all, simple agreement between the participants that they are, in fact, playing a super hero game and neither getting rich on the poker tour via telepathy nor murdering every crack dealer in the 'hood is appropriate for the game being played (unless it is).</p></blockquote><p></p>
[QUOTE="Reynard, post: 5187300, member: 467"] There are two basic sorts of Supers games: those that are primarily focused on the genre within the confines of an RPG (M&M, Hero and Gurps Supers fall into this category) and those that attempt to capture the genre froma narrative/medium standpoint as well ("new school" games mostly, though Brave New World's Trick system did a decent job emulating certain aspect of comicbook combat). I think the mistake that gets made or the confusion that occurs most is assuming that a super-hero genre game should be able to emulate the narrative aspects of the media which most often include supers. This happens in other genres, too, but supers seems to suffer the most. Gamers are gamers, regardless of the genre, IME and give a D&D player Superman and he'll be ruling the world in the first session. And never, ever give a gamer superspeed -- either you'll end up spending the entire session arguing about relativity, or the campaign setting with be irrevocably changed ten minutes in. I joke, but my point is this: supers gaming is *not* the same as comic book gaming. Hero and M&M have both been very successful as crunchy supers games, without deeply ingrained genre emulation meta-rules. Genre emulation is, IMO, better left to handwavium and houserules and, most of all, simple agreement between the participants that they are, in fact, playing a super hero game and neither getting rich on the poker tour via telepathy nor murdering every crack dealer in the 'hood is appropriate for the game being played (unless it is). [/QUOTE]
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