What makes a successful superhero game?

I think a supers game needs some sort of narrative currency that lets the PC put their thumb on the scale. E.g. FASERIP's karma system was a revelation to me back in the day. And that's something Champions does not have out of the box. Luckily, a hero point system isn't hard to tack on and I have my own house rules for them now.

Actually, these days it does. I'd argue its underfed though.

Some sort of system for "natural"* disasters is a good idea. Again, I will note that my two favourite supers games, Champions and FASERIP, do not have such a thing. You're expected to model scenario's by extrapolating from the basic rules. And you can. But it would save a lot of work if they had some guidelines.


There was a set of natural disaster rules in one of the supplements for Hero at one time, but it might have been as far back as 4e and I don't remember precisely where it was.

Super PCs really benefit from connection to the world. (I think all RPGs benefit from this, but for supers it's essential.) So a mechanism for connecting the character to the game world is needed. Champions disadvantages system does the job quite nicely; but the RAW could make it clearer for players that that is what it's for.

Yeah.

Interpersonal drama between PCs is an important trope. But I struggle to think of how one can put this into a game system; other than basing it on disadvantages.

Its probably not something that beyond that you should force anyway.
 

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Sorta.

It’s possible to model stuff like that in HERO as discrete, alternative power suits that require access to a base and time to do the swap. I’d probably do that via Multiform for an Iron Man PC with specialized armors.

For PCs with lower powers, a VPP or Multipower might be more appropriate- again, requiring time & a bass to swap out.

The only problem you run into with that approach in Hero is its typically discouraged embedding Multipowers in Multiforms, and doing it with a VPP even moreso.
 

I took that to include aftershocks and other soon after the quake potential failures ( gas leaks, etc. )
Fair point. That could be but there’s nothing calling that out. The section is otherwise fairly detailed on how disasters function. So if that was their intent it’s a major oversight.
Supers! and Supers! RED have systems for natural disasters. I say "systems" because IIRC they're different between editions. They're simple, but functional.
The best kind of system.
 

The only problem you run into with that approach in Hero is its typically discouraged embedding Multipowers in Multiforms,
True, but that’s a GM call. And TBH, I’d probably model specialized power armors without Multipowers.
and doing it with a VPP even moreso.
I was thinking in terms of a straight-up VPP, requiring use of a base & with a time limitation. IOW, kind of like a variation on a gadgeteer archetype, but the VPP has to have certain characteristics.
 

True, but that’s a GM call. And TBH, I’d probably model specialized power armors without Multipowers.

That tends to make most people building a power suit type not likely to use it though; it tends to make you into a one-weapon-system wonder and that both inflexible, and, honestly, a little dull.

I was thinking in terms of a straight-up VPP, requiring use of a base & with a time limitation. IOW, kind of like a variation on a gadgeteer archetype, but the VPP has to have certain characteristics.

No, I got that, but it still has the above problem. The custom-suit gig is less important to probably the majority of people than the array-of-weapons gig.
 

That tends to make most people building a power suit type not likely to use it though; it tends to make you into a one-weapon-system wonder and that both inflexible, and, honestly, a little dull.
Specialized power armors aren’t usually flexible, though. Iron Man’s first stealth armor was less durable and had fewer, less powerful weapon systems. His first orbital-ready armor was similarly light on offense.

As I recall, several of his (again, early) hulk-buster suits depended less on a wide variety of weapons and more on beefing up the armor, strength and a couple other systems.
No, I got that, but it still has the above problem. The custom-suit gig is less important to probably the majority of people than the array-of-weapons gig.
So what? A lot of the specialty suits (or other very specialized gear) tends not to eat a lot of use. Batman might dip into the standard arsenal of his utility belt every TV show episode or several times per comic book issue, but he’s only going to break out one of his anti-Kryptonian plans gear once in a red sun.

So because it gets used so rarely, there’s no mechanical reason for paying full price.
 

So what? A lot of the specialty suits (or other very specialized gear) tends not to eat a lot of use. Batman might dip into the standard arsenal of his utility belt every TV show episode or several times per comic book issue, but he’s only going to break out one of his anti-Kryptonian plans gear once in a red sun.

So because it gets used so rarely, there’s no mechanical reason for paying full price.

Tell people running Champions back in the day that. :)
 


@Thomas Shey I didn't know 6th ed had gone and gotten a hero point system. I haven't actually read the 6th ed rules except for Fantasy Hero Complete, which I admit I only skimmed. But I have definitely borrowed some 6th ed concepts for my homebrew HERO. e.g. got rid of figured characteristics.

4th ed has some details about things like fires (from house to forest to chemical), electricity, and chemical spills. But as far as I remember there was nothing specific about ways to run a natural disaster. But, as others have suggested, disasters are the perfect chance to run a skill challenge. Certainly how'd I'd run it nowadays.
 


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