Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What makes a successful superhero game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dannyalcatraz" data-source="post: 9732975" data-attributes="member: 19675"><p>To me, that’s kind of the “role-play” aspect of the superheoic genre, not really the mechanics.</p><p></p><p>So the GM has to present the players with options to do heroic things beyond punching Prof. Terribad in the face. But then the players have to make the decisions to perform those heroic acts beyond punching Prof. Terribad in the face. And TBH, for certain PCs, punching Prof. Terribad is their “raison d'être”, while others will be doing everything they can to minimize collateral damage and unintended casualties caused by all combatants.</p><p></p><p>(See, for instance, the original incarnations of DC’s Hawk & Dove.)</p><p></p><p>And part of THAT is depends on whether your players can really get inside the superheroes they’ve created.</p><p></p><p>I’ve mentioned several times in this board that my best ever campaign was a supers game set in an expanded version of the Space:1889 setting, using HERO for the mechanics. I really peaked as a GM running it- I’ve never even come close to the level of worldbuilding, storytelling and game management than I did running that game. It lasted for over a year.</p><p></p><p>But at least half of that campaign’s success was due to the 100% buy-in I got from the players. Not only were their PCs created in harmony with the setting, <em>they really played within their characters’ boundaries as written</em>. Even when doing so had negative consequences, characters who had “codes of honor” didn’t take cheap shots, for instance. Characters with more passive/pacifistic builds contributed to victories without compromising their ethics. Etc.</p><p></p><p>And not to put too fine a point on it, when I tried to run a campaign years later in a different city with different players using the same setting and <em>M&M</em> as the mechanical ruleset, it was a slow-motion disaster. It fizzled in just a few months. Not only was I not as locked in, but the players were somewhat…detached. (One guy didn’t realize that the campaign included the potential to go to the Moon, Mars and Venus until a month after we stopped playing it.)</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 9732975, member: 19675"] To me, that’s kind of the “role-play” aspect of the superheoic genre, not really the mechanics. So the GM has to present the players with options to do heroic things beyond punching Prof. Terribad in the face. But then the players have to make the decisions to perform those heroic acts beyond punching Prof. Terribad in the face. And TBH, for certain PCs, punching Prof. Terribad is their “raison d'être”, while others will be doing everything they can to minimize collateral damage and unintended casualties caused by all combatants. (See, for instance, the original incarnations of DC’s Hawk & Dove.) And part of THAT is depends on whether your players can really get inside the superheroes they’ve created. I’ve mentioned several times in this board that my best ever campaign was a supers game set in an expanded version of the Space:1889 setting, using HERO for the mechanics. I really peaked as a GM running it- I’ve never even come close to the level of worldbuilding, storytelling and game management than I did running that game. It lasted for over a year. But at least half of that campaign’s success was due to the 100% buy-in I got from the players. Not only were their PCs created in harmony with the setting, [I]they really played within their characters’ boundaries as written[/I]. Even when doing so had negative consequences, characters who had “codes of honor” didn’t take cheap shots, for instance. Characters with more passive/pacifistic builds contributed to victories without compromising their ethics. Etc. And not to put too fine a point on it, when I tried to run a campaign years later in a different city with different players using the same setting and [I]M&M[/I] as the mechanical ruleset, it was a slow-motion disaster. It fizzled in just a few months. Not only was I not as locked in, but the players were somewhat…detached. (One guy didn’t realize that the campaign included the potential to go to the Moon, Mars and Venus until a month after we stopped playing it.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes a successful superhero game?
Top