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What makes a successful superhero game?
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<blockquote data-quote="Thomas Shey" data-source="post: 9731762" data-attributes="member: 7026617"><p>One of the factors that mitigated any tendency to just treat it as all super fights all the time (at least when it was actually paid attention to) was the Disadvantage system was essentially mandatory. Some of those were primarily combat related like Vulnerabilities and Susceptibilities, but Psych Limits, DNPCs and Hunteds tended to drag characters into setting and personal drama in a way that was otherwise often ignored in other kinds of games at the time.</p><p>(If anything, for years it perhaps demanded too many Disads, which had the side effect of making some of the ones with higher time and GM overhead to get ignored. But the principal was sound and when kept in hand, made the game play differently than a lot of other games at the time).</p><p></p><p></p><p></p><p>As I've argued, its not like comics don't spend a lot of time focused on combat too. That might not be the parts some people like, but it was absolutely as distinctive as the soap opera parts.</p><p></p><p>(As an aside, it did have a boost type mechanic--pushing--but I agree the lack of a power stunting mechanic was a flaw. The one it has now still isn't very good).</p><p></p><p></p><p></p><p>Is "most" accurate there though? I'll agree that degree of complexity has faded, but I'm not sure philosophically games like BASH UE or M&M were that different. You certainly do see more narrative centered games, but that's true outside the superhero genre, too.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9731762, member: 7026617"] One of the factors that mitigated any tendency to just treat it as all super fights all the time (at least when it was actually paid attention to) was the Disadvantage system was essentially mandatory. Some of those were primarily combat related like Vulnerabilities and Susceptibilities, but Psych Limits, DNPCs and Hunteds tended to drag characters into setting and personal drama in a way that was otherwise often ignored in other kinds of games at the time. (If anything, for years it perhaps demanded too many Disads, which had the side effect of making some of the ones with higher time and GM overhead to get ignored. But the principal was sound and when kept in hand, made the game play differently than a lot of other games at the time). As I've argued, its not like comics don't spend a lot of time focused on combat too. That might not be the parts some people like, but it was absolutely as distinctive as the soap opera parts. (As an aside, it did have a boost type mechanic--pushing--but I agree the lack of a power stunting mechanic was a flaw. The one it has now still isn't very good). Is "most" accurate there though? I'll agree that degree of complexity has faded, but I'm not sure philosophically games like BASH UE or M&M were that different. You certainly do see more narrative centered games, but that's true outside the superhero genre, too. [/QUOTE]
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