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What makes a successful superhero game?
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<blockquote data-quote="dbm" data-source="post: 9731619" data-attributes="member: 8014"><p>This is very similar to my feelings, and why Savage Worlds Super Powers Companion is my personal favourite system. For me, it successfully threads the needle between tangible and flexible definition of stuff in a supers context.</p><p></p><p>In my opinion and experience the core rules are solid, and provide satisfying mechanical support for more than just combat challenges, which is important in supers.</p><p></p><p>The power system is separate from the ‘regular’ character development system, which means that a character can start as powerful but they may only have a lower level of skill in applying those powers. This also takes away the pressure you may otherwise feel to keep upping your powers in a purely point-buy system with no hard constraints on how you spend those points. By default your power level is fixed though this is an easy house rule if you want powers to grow over time.</p><p></p><p>Savages Worlds has a cool element of ‘setting rules’ which are rules modules that can be applied to a campaign to tune the feel of the game. The Super Powers Companion bring in some new ones around team attacks and power stunts to add the flexibility you see in the supers genre, and there is also guidance on what mixture of setting rules will help create different types of supers campaigns (‘four colours’, gritty and so on).</p></blockquote><p></p>
[QUOTE="dbm, post: 9731619, member: 8014"] This is very similar to my feelings, and why Savage Worlds Super Powers Companion is my personal favourite system. For me, it successfully threads the needle between tangible and flexible definition of stuff in a supers context. In my opinion and experience the core rules are solid, and provide satisfying mechanical support for more than just combat challenges, which is important in supers. The power system is separate from the ‘regular’ character development system, which means that a character can start as powerful but they may only have a lower level of skill in applying those powers. This also takes away the pressure you may otherwise feel to keep upping your powers in a purely point-buy system with no hard constraints on how you spend those points. By default your power level is fixed though this is an easy house rule if you want powers to grow over time. Savages Worlds has a cool element of ‘setting rules’ which are rules modules that can be applied to a campaign to tune the feel of the game. The Super Powers Companion bring in some new ones around team attacks and power stunts to add the flexibility you see in the supers genre, and there is also guidance on what mixture of setting rules will help create different types of supers campaigns (‘four colours’, gritty and so on). [/QUOTE]
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