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What makes a successful superhero game?
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<blockquote data-quote="overgeeked" data-source="post: 9730081" data-attributes="member: 86653"><p>Yeah, those are hard to design but they are out there. Games like MHR and most of the story-focused games. The much easier approach is to have challenges and obstacles that cater to the specific powers and abilities of the actual characters in the group, like how comic writers do and have done since team superhero comics began. </p><p></p><p>Yeah. Not sure it's possible to make a game that appeals to both. Considering that split mostly explains why the top two superhero RPGs are M&M and Masks. </p><p></p><p>Exactly. That's one crux for me. If it's all heartless, mindless combat it misses at least half of the joy of the genre. </p><p></p><p>I've played and run superheroes more often and longer than any other genre. All the tricks I've found stem from reading more comics and reading books on writing comics. Those tricks generally work a treat and only require a small sacrifice in fidelity to any relevant mechanics. But then well-designed superheroes games tend to include many insider tricks of their own. Like giving the heroes Hero points or karma or whatever meta-currency when the villain inexplicably escapes, etc. </p><p></p><p>Because then 1) it wouldn't be a superhero story and 2) it wouldn't be an interesting story. </p><p></p><p>As above, the comics handle this with ease and have for decades. Give the team challenges and obstacles that are tailored to different characters. If you have Superman and Batman on the same team, present something <em>only</em> Superman can handle <em>and</em> something <em>only</em> Batman can handle. </p><p></p><p>Same. The distances are too wild to restrict to a grid. </p><p></p><p>Oh, gods yes. You're collectively imagining demi-gods and gods knocking into and knocking over skyscrapers in one city this round and another city in the next round...precise maps are not something you can reasonably expect unless we're running in the real world and using Google maps constantly. </p><p></p><p>It's all about the scale. It just works for D&D in a way it doesn't for superheroes. </p><p></p><p>I went digging through some old game storage boxes and came across my copy of that recently. The box itself was smashed to hell but I still have all the cards and books. At least I think I do. I never really tried it, much less played it. What was so great about it?</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9730081, member: 86653"] Yeah, those are hard to design but they are out there. Games like MHR and most of the story-focused games. The much easier approach is to have challenges and obstacles that cater to the specific powers and abilities of the actual characters in the group, like how comic writers do and have done since team superhero comics began. Yeah. Not sure it's possible to make a game that appeals to both. Considering that split mostly explains why the top two superhero RPGs are M&M and Masks. Exactly. That's one crux for me. If it's all heartless, mindless combat it misses at least half of the joy of the genre. I've played and run superheroes more often and longer than any other genre. All the tricks I've found stem from reading more comics and reading books on writing comics. Those tricks generally work a treat and only require a small sacrifice in fidelity to any relevant mechanics. But then well-designed superheroes games tend to include many insider tricks of their own. Like giving the heroes Hero points or karma or whatever meta-currency when the villain inexplicably escapes, etc. Because then 1) it wouldn't be a superhero story and 2) it wouldn't be an interesting story. As above, the comics handle this with ease and have for decades. Give the team challenges and obstacles that are tailored to different characters. If you have Superman and Batman on the same team, present something [I]only[/I] Superman can handle [I]and[/I] something [I]only[/I] Batman can handle. Same. The distances are too wild to restrict to a grid. Oh, gods yes. You're collectively imagining demi-gods and gods knocking into and knocking over skyscrapers in one city this round and another city in the next round...precise maps are not something you can reasonably expect unless we're running in the real world and using Google maps constantly. It's all about the scale. It just works for D&D in a way it doesn't for superheroes. I went digging through some old game storage boxes and came across my copy of that recently. The box itself was smashed to hell but I still have all the cards and books. At least I think I do. I never really tried it, much less played it. What was so great about it? [/QUOTE]
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