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Mutants & Masterminds: The Incredibles?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1944057" data-attributes="member: 94"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p></p><p></p><p>"Can't" is a wide umbrella, even in the comic world-- unless Batman somehow isn't considered a "standard" comic. Or the Punisher, or even Spiderman on most of his good days.</p><p></p><p>It seems many "standard" heroes start (or maintain) their careers tackling non-super criminals, not because the police can't handle the small fries, but simply because to not help when the heroes are otherwise capable would be <em>wrong</em>.</p><p></p><p>One of several subtexts within The Incredibles.</p><p></p><p>But that's not really the question you raised, I admit: The question is what to do with super-powered villains, not villains in general.</p><p></p><p></p><p></p><p>Sure, it's allegorically relevant, especially if you want to lend understanding and verisimilitude to the suggested campaign premise-- which I hope we can do without derailing the thread.</p><p></p><p>The answer to your question-- what to do with super-powered villains-- is the same answer as what to do with criminals who flaunt gun laws. In this situation, the government becomes the "super"-- that is, the privileged few who retain their firearms and can tackle the criminals.</p><p></p><p>If the government is truly serious about banning super powers, the only rational response to super-villains is for the government to license superheroes to "carry" as one of the privileged few.</p><p></p><p>Otherwise, the campaign premise is analogous to banning firearms use among the civilian population AND all government officers, police and military, while leaving the criminals in possession of their weapons. </p><p></p><p>This has actually worked with startling success in England.... oops, sorry.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1944057, member: 94"] :confused: "Can't" is a wide umbrella, even in the comic world-- unless Batman somehow isn't considered a "standard" comic. Or the Punisher, or even Spiderman on most of his good days. It seems many "standard" heroes start (or maintain) their careers tackling non-super criminals, not because the police can't handle the small fries, but simply because to not help when the heroes are otherwise capable would be [i]wrong[/i]. One of several subtexts within The Incredibles. But that's not really the question you raised, I admit: The question is what to do with super-powered villains, not villains in general. Sure, it's allegorically relevant, especially if you want to lend understanding and verisimilitude to the suggested campaign premise-- which I hope we can do without derailing the thread. The answer to your question-- what to do with super-powered villains-- is the same answer as what to do with criminals who flaunt gun laws. In this situation, the government becomes the "super"-- that is, the privileged few who retain their firearms and can tackle the criminals. If the government is truly serious about banning super powers, the only rational response to super-villains is for the government to license superheroes to "carry" as one of the privileged few. Otherwise, the campaign premise is analogous to banning firearms use among the civilian population AND all government officers, police and military, while leaving the criminals in possession of their weapons. This has actually worked with startling success in England.... oops, sorry. Wulf [/QUOTE]
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