hawkeyefan
Legend
It's not always an exaggeration, based on a few players I've met over the years.
Thing is, a supers game (i.e. a milieu where Spiderman would make sense) kind of expects you to have your superpowers - or most of them - right out of the gate. Which is fine, as long as it's made clear that "mechanical" development and growth of the character over the campaign is likely to be near zero. To me it'd be like starting a D&D game with 20th level characters, where the game system caps at 21st.
The only other real option is - and here Spidey is a good example - to start as Peter Parker and play out the origin story. In this case there will certainly be "mechanical" growth to the character but it'll all kind of happen in one great big whack - you either have superpowers or you don't. But it'd be tricky trying to play out the origin stories of a bunch of supers all together in one party, I guess. In D&D terms you'd go from 1st level to 15th level in one fell swoop, skipping all the ones in between.
Maybe this is part of why supers games have never interested me in the slightest. That, and superheroes just don't realistically fit into the world no matter how hard you try; I find this jarring in the Marvel movies sometimes as well.
A low or even mid-level D&D character, however - particularly a non-caster - *can* realistically fit in to its ordinary game world just fine; even more so in a system like 1e or 5e where the by-level power curve isn't as steep. You can play an ordinary Joe who just happens to be really good at what he does (fighting, sneaking, tracking, persuading, whatevs) and take it from there, watching him develop both mechanically* and as a character. And you also get to play through all the intervening steps rather than jump straight from 'nobody' to 'superhero'.
* - and even this isn't important beyond the very basics e.g. added hit points and baked-in class abilities.
So back to character concept: on the uncommon occasions where I put any thought into a character before rolling it up, I might have an end ideal for what that character could become at high level but I'm fully aware that a) in-game events can and likely will change that ideal significantly; b) the chances of the character surviving** long enough to reach that ideal state are low to zero; and c) what seems workable in my mind might not be at all workable once play begins.
** - including both in-game survival (the usual character death bit) and meta-survival (does playing this character cross my boredom threshold).
Lanefan
But there's nothing stopping a game from having a different approach than D&D.
Couldn't a fantasy game allow a certain character class or type to have a variety of abilities from the very beginning of play, and then rather than gaining new abilities over time, the character can simply get better at them, or perhaps decide which ones to improve?
This is of course assuming that there is any progression expected in the game. I don't see why a game can't just start with fully realized characters, with little to no advancement in mind for play. Sure, I think such a game would lack something, but there's no reason a game couldn't function that way.
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