What makes a successful superhero game?

Personally, i like street level supes. Peak human/enhanced human/low level superhuman. For those types of games, i found that WoD works surprisingly well ( with some elbow grease). Characters feel like heroes, they are above regular joes in power, but are still vulnerable to regular threats.
Can confirm.

I was part of a GURPS: VtM playtest, and ran a Brujah whose build involved maxing out his physical stats (Potence; Celerity) and his generation (he had been taken by an ancient vampire). But his Embrace also drove him insane- he thought he was a superhero because of his physical abilities.

The end result was a PC who was one part The Tick and one part Blade.

And mechanically, it actually worked. He really did feel like a low-powered super being in play.

I’d love to try a similar experiment with a Mage character.
 

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My gripe with supers is they have too much plot armor and if they die, they mostly come back trough some shenanigans. They almost never just stay dead. While this works in comics (personally, it bothers me even in comics, that's why i stopped caring about mainstream superheroes long time ago), it makes for dull game.
It doesn't have to be this way. We played a bloody street-level supers games where death was just as possible as it was in other genres. We also played WW2 supes using Godlike, and let me tell you, there's no plot armor in Godlike.
 

When it comes to supers game, only dedicated system i tried is GURPS. And that system has it's own can of worms.

GURPS was probably the last game I'd have tried to have work with superheroes (as compared to people-with-powers) because so many of its assumptions fight it. And best I can tell at least with the pre-4e versions, it worked about as well as I expected.
 

It doesn't have to be this way. We played a bloody street-level supers games where death was just as possible as it was in other genres. We also played WW2 supes using Godlike, and let me tell you, there's no plot armor in Godlike.

This was actually one of the problems for people trying to play conventional supers with Wild Talents (and the fix they had for it swung too far the other way).
 

He really did feel like a low-powered super being in play.
The Savage Worlds Horror Companion has a module for ‘playing monsters’ which uses the super powers rules behind the scenes to balance up the abilities of vampires, werewolves and so on.

A good effects-based supers system can do pretty much anything within its resolution
 

GURPS was probably the last game I'd have tried to have work with superheroes (as compared to people-with-powers) because so many of its assumptions fight it. And best I can tell at least with the pre-4e versions, it worked about as well as I expected.
GURPS 3e took two swings at Supers in the course of that edition. V1 was a train wreck, v2 was a lot more usable.

4e supers is more difficult in some ways, as the interlock of systems is much tighter in 4e. So there are more and stronger undesirable consequences to pushing the GURPS engine to really high point totals. 3e had more ‘wiggle room’.
 

GURPS 3e took two swings at Supers in the course of that edition. V1 was a train wreck, v2 was a lot more usable.

It still suffered in some area from playing the "price by rarity" game which I think works really badly with superheroes at least.

4e supers is more difficult in some ways, as the interlock of systems is much tighter in 4e. So there are more and stronger undesirable consequences to pushing the GURPS engine to really high point totals. 3e had more ‘wiggle room’.

I felt unqualified to say since, while I think I own the 4e Powers book in PDF, I haven't really had the wherewithal to read it.
 

This was actually one of the problems for people trying to play conventional supers with Wild Talents (and the fix they had for it swung too far the other way).
I personally didn't care. I like the idea of supers in a world where they weren't inherently protected by the fact that they were supers. There are also alternate rules for Wild Talent and GURPS (where you don't have that problem, either) that make it more survivable.
 

My gripe with supers is they have too much plot armor and if they die, they mostly come back trough some shenanigans. They almost never just stay dead. While this works in comics (personally, it bothers me even in comics, that's why i stopped caring about mainstream superheroes long time ago), it makes for dull game.
Thats another reason I like FATE - there is actually no 'rules' for dying in the game. A character thats defeated can be 'taken out' but what that actually means is up to the player/GM. If they decide its dead, then its dead - if they decide taken out means falls of a cliff, but the body was never found - so be it.

It works well for Supers precisely because Supers never die unless its dramatically important for them to do so.
 

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