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What makes a successful superhero game?
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<blockquote data-quote="jian" data-source="post: 9732979" data-attributes="member: 78087"><p>That all sounds excellent and it’s always great to hear of a campaign really coming together that way.</p><p></p><p>That said, I think we’re talking at cross purposes. Yes, how the heroes act and the choices they make are often mostly down to roleplaying and inhabiting their characters. But many of those choices will be shaped by the mechanics and their characters’ stats. If Omniman can do almost everything better than everyone else in terms of affecting and changing the story, that’s a mechanical problem. If Tinywoman’s best go-to move is to murder people then she’s encouraged to do so by the mechanics. If there are no rules apart from “make an Agility check and I’ll tell you descriptively how it works out” for rescues then rescues are boring and that is a mechanical problem. It combat is more tactically fun and interesting than anything else then that’s what the players will default to, barring other issues.</p><p></p><p>Similarly, narrative games have mechanics that are designed to be gameable and affect player choices. If you get a benny for playing up the Thing’s self-loathing and getting him in trouble you do it so that you can activate his It’s Clobbering Time ability later. If that mechanic isn’t there, then Ben’s player has no incentive to roleplay an anxiety breakdown on Yancy Street and so he probably won’t.</p></blockquote><p></p>
[QUOTE="jian, post: 9732979, member: 78087"] That all sounds excellent and it’s always great to hear of a campaign really coming together that way. That said, I think we’re talking at cross purposes. Yes, how the heroes act and the choices they make are often mostly down to roleplaying and inhabiting their characters. But many of those choices will be shaped by the mechanics and their characters’ stats. If Omniman can do almost everything better than everyone else in terms of affecting and changing the story, that’s a mechanical problem. If Tinywoman’s best go-to move is to murder people then she’s encouraged to do so by the mechanics. If there are no rules apart from “make an Agility check and I’ll tell you descriptively how it works out” for rescues then rescues are boring and that is a mechanical problem. It combat is more tactically fun and interesting than anything else then that’s what the players will default to, barring other issues. Similarly, narrative games have mechanics that are designed to be gameable and affect player choices. If you get a benny for playing up the Thing’s self-loathing and getting him in trouble you do it so that you can activate his It’s Clobbering Time ability later. If that mechanic isn’t there, then Ben’s player has no incentive to roleplay an anxiety breakdown on Yancy Street and so he probably won’t. [/QUOTE]
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