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What makes a successful superhero game?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9730574" data-attributes="member: 18"><p>Yeah I'd classify HERO as leaning more gamist/tactical than simulationist, whereas GURPS Supers was simulationist, because GURPS inherently is.</p><p></p><p></p><p>That's very true, it's just that the peak power level of DC Heroes tend to be more epic, but yeah if we listed every power that Jean Grey, say, had over 40+ years, good lord, we'd basically have the makings of an entire superhero RPG power list right there! And she'd be full Phoenix Force power level even though she's insane when she's at that level and basically a villain.</p><p></p><p></p><p>The trouble with this argument is that it's entirely theoretical on your part, because you're not familiar, by your own admission, with superhero RPGs.</p><p></p><p>If you were, and this isn't a put-down, just like, how it is, you'd be aware that very few superhero RPGs do much in the way of "simulation" (in anything but "genre simulation" sense but that's usually called "narrativist", whereas what we mean is more what [USER=86653]@overgeeked[/USER] called "physics simulation").</p><p></p><p>So that's not really a thing that causes the problems you might expect because people who design superhero games to be superhero games see it coming. Where it really comes up with places like GURPS Supers, which do jump abruptly from very little simulation to heavy simulation, and where you can have truly insanely disparate power levels - even when characters have the exact same point value! Because GURPS does not handle points values well cross-genre (or even within the supers genre).</p><p></p><p>We played GURPS Supers with like "400 point" characters back in the day, and my god, one of them was basically powerful enough to take out the Hulk in a fist-fight but was also insanely more powerful because he could fly, go invisible, teleport and all sorts (he was a weird combination of Green Lantern and Iron Man, conceptually). One of them had a 14' tall mecha suit which could annihilate an entire city block just completely gone, and could keep doing so more or less indefinitely (could also fly and stuff). And the other guy hadn't really "GURPSed it" and had a normal, like Marvel Superhero so was basically just Cyclops next to these two freaks who could have instantly killed him.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9730574, member: 18"] Yeah I'd classify HERO as leaning more gamist/tactical than simulationist, whereas GURPS Supers was simulationist, because GURPS inherently is. That's very true, it's just that the peak power level of DC Heroes tend to be more epic, but yeah if we listed every power that Jean Grey, say, had over 40+ years, good lord, we'd basically have the makings of an entire superhero RPG power list right there! And she'd be full Phoenix Force power level even though she's insane when she's at that level and basically a villain. The trouble with this argument is that it's entirely theoretical on your part, because you're not familiar, by your own admission, with superhero RPGs. If you were, and this isn't a put-down, just like, how it is, you'd be aware that very few superhero RPGs do much in the way of "simulation" (in anything but "genre simulation" sense but that's usually called "narrativist", whereas what we mean is more what [USER=86653]@overgeeked[/USER] called "physics simulation"). So that's not really a thing that causes the problems you might expect because people who design superhero games to be superhero games see it coming. Where it really comes up with places like GURPS Supers, which do jump abruptly from very little simulation to heavy simulation, and where you can have truly insanely disparate power levels - even when characters have the exact same point value! Because GURPS does not handle points values well cross-genre (or even within the supers genre). We played GURPS Supers with like "400 point" characters back in the day, and my god, one of them was basically powerful enough to take out the Hulk in a fist-fight but was also insanely more powerful because he could fly, go invisible, teleport and all sorts (he was a weird combination of Green Lantern and Iron Man, conceptually). One of them had a 14' tall mecha suit which could annihilate an entire city block just completely gone, and could keep doing so more or less indefinitely (could also fly and stuff). And the other guy hadn't really "GURPSed it" and had a normal, like Marvel Superhero so was basically just Cyclops next to these two freaks who could have instantly killed him. [/QUOTE]
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