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What makes a successful superhero game?
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<blockquote data-quote="overgeeked" data-source="post: 9730235" data-attributes="member: 86653"><p>The two best ways to get those choices are infinite character creation rules or freeform character creation.</p><p></p><p>I don't think it's possible to balance superheroes mechanically. Unless your mechanics are purely about story rather than physics. There's just no way to make Green Arrow equally mechanically meaningful and important as the Flash in a game that even attempts physics simulation.</p><p></p><p>Sure there is. Superman gets challenged all the time. His comics would get cancelled if there were no readers. Readers aren't going to put up with boring stories for long. If there's no challenge, there's no story, so...</p><p></p><p>He's only unstoppable if you're limiting the conversation to physical might and excluding everything in the wide DCU that can kick Superman's ass.</p><p></p><p>Yes, that's one option among hundreds. Kryptonite, Kryptonians (or any of the dozen equivalents), any of the characters explicitly more powerful than Superman, etc. And that's just sticking with physical stuff. Switch to puzzles or mysteries. Switch to magical opponents. Switch to social encounters and problems. Switch to moral or ethical quandaries.</p><p></p><p>It's the Doctor Who problem in reverse. The Doctor is effectively infinitely smart so if given the chance will be able to solve any problem just by thinking about it...so the writers have spent the last 60 years making sure the Doctor doesn't have time to properly think until somewhere near the end of the story. And they do this by putting in an action-adventure story.</p><p></p><p>Same thing with Superman. Present a problem that can't be punched. It's literally that simple.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9730235, member: 86653"] The two best ways to get those choices are infinite character creation rules or freeform character creation. I don't think it's possible to balance superheroes mechanically. Unless your mechanics are purely about story rather than physics. There's just no way to make Green Arrow equally mechanically meaningful and important as the Flash in a game that even attempts physics simulation. Sure there is. Superman gets challenged all the time. His comics would get cancelled if there were no readers. Readers aren't going to put up with boring stories for long. If there's no challenge, there's no story, so... He's only unstoppable if you're limiting the conversation to physical might and excluding everything in the wide DCU that can kick Superman's ass. Yes, that's one option among hundreds. Kryptonite, Kryptonians (or any of the dozen equivalents), any of the characters explicitly more powerful than Superman, etc. And that's just sticking with physical stuff. Switch to puzzles or mysteries. Switch to magical opponents. Switch to social encounters and problems. Switch to moral or ethical quandaries. It's the Doctor Who problem in reverse. The Doctor is effectively infinitely smart so if given the chance will be able to solve any problem just by thinking about it...so the writers have spent the last 60 years making sure the Doctor doesn't have time to properly think until somewhere near the end of the story. And they do this by putting in an action-adventure story. Same thing with Superman. Present a problem that can't be punched. It's literally that simple. [/QUOTE]
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