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What makes a successful superhero game?
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<blockquote data-quote="Thomas Shey" data-source="post: 9733195" data-attributes="member: 7026617"><p>Yeah, as I commented when the I made my original Disadvantage system, I knew there were people I played with that, even though they were long time superhero fans, were probably not going to build characters with significant weaknesses "just because"; they needed mechanical encouragement. Yet, even that wouldn't have worked without at least some buy in.</p><p></p><p>Some years ago I ran a short superhero campaign for my wife and three of our friends; the latter three did not have any fondness for superheroes, but were interested in seeing what a game and setting not afraid of that power level would be like.</p><p></p><p>It did not go well. One of the three struggled but tried to engage with it while clearly not having any intuitive sense for how it worked, and the other two were quickly obviously hostile to it. They'd have been <em>much</em> better off with a people-with-powers game that didn't carry significant superhero setting genre assumptions.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9733195, member: 7026617"] Yeah, as I commented when the I made my original Disadvantage system, I knew there were people I played with that, even though they were long time superhero fans, were probably not going to build characters with significant weaknesses "just because"; they needed mechanical encouragement. Yet, even that wouldn't have worked without at least some buy in. Some years ago I ran a short superhero campaign for my wife and three of our friends; the latter three did not have any fondness for superheroes, but were interested in seeing what a game and setting not afraid of that power level would be like. It did not go well. One of the three struggled but tried to engage with it while clearly not having any intuitive sense for how it worked, and the other two were quickly obviously hostile to it. They'd have been [I]much[/I] better off with a people-with-powers game that didn't carry significant superhero setting genre assumptions. [/QUOTE]
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What makes a successful superhero game?
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