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What makes a successful superhero game?
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<blockquote data-quote="overgeeked" data-source="post: 9732978" data-attributes="member: 86653"><p>In another thread people were talking about genre and tone, characters and plot, setting and style, etc. I think that’s a plot difference more than anything. The characters are superheroes. The setting is one where superheroes exist. But the plot of this story is X or Y. If your story isn’t <em>about</em> spandex-clad vigilantes saving the day, you don’t really need rules for powers and derring do. You need rules for what the plot <em>is</em> about. Whether it’s romance or coming of age or whatever. </p><p></p><p>Yep. The Cortex superhero games did a great job of this. Smallville focused on drama while MHR focused on the beat-’em-ups. I almost think having two character sheets for one character would be the way to go. One side is the action-adventure nonsense while the other is the soap opera nonsense. Some groups stick with one side of the sheet and others go back and forth. </p><p></p><p>Doesn’t MSH have that? Karma rewards for saving people? Or do you mean mechanics for actually saving people? Must be the latter. </p><p></p><p>Sounds fun. </p><p></p><p>I default to clocks for most things lately. The building’s on fire and there are a dozen people trapped inside. Even if you put the fore out, the building will collapse in 3 rounds. Go. </p><p></p><p>But that is one thing I think DC Heroes got right that MSH did not, the AP table. It makes a lot of those little moments that much quicker and easier to resolve. What’s the weight? How fast is it moving? Am I fast enough to catch it? How far away will it land? </p><p></p><p>I think my all-time favorite superhero move is the interpose. It’s iconic. Putting yourself between danger and an innocent. Blocking the laser blast or energy beam with your body to protect an innocent bystander. For a superhero game to be successful it has to have some way of doing that.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9732978, member: 86653"] In another thread people were talking about genre and tone, characters and plot, setting and style, etc. I think that’s a plot difference more than anything. The characters are superheroes. The setting is one where superheroes exist. But the plot of this story is X or Y. If your story isn’t [I]about[/I] spandex-clad vigilantes saving the day, you don’t really need rules for powers and derring do. You need rules for what the plot [I]is[/I] about. Whether it’s romance or coming of age or whatever. Yep. The Cortex superhero games did a great job of this. Smallville focused on drama while MHR focused on the beat-’em-ups. I almost think having two character sheets for one character would be the way to go. One side is the action-adventure nonsense while the other is the soap opera nonsense. Some groups stick with one side of the sheet and others go back and forth. Doesn’t MSH have that? Karma rewards for saving people? Or do you mean mechanics for actually saving people? Must be the latter. Sounds fun. I default to clocks for most things lately. The building’s on fire and there are a dozen people trapped inside. Even if you put the fore out, the building will collapse in 3 rounds. Go. But that is one thing I think DC Heroes got right that MSH did not, the AP table. It makes a lot of those little moments that much quicker and easier to resolve. What’s the weight? How fast is it moving? Am I fast enough to catch it? How far away will it land? I think my all-time favorite superhero move is the interpose. It’s iconic. Putting yourself between danger and an innocent. Blocking the laser blast or energy beam with your body to protect an innocent bystander. For a superhero game to be successful it has to have some way of doing that. [/QUOTE]
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