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What makes a successful superhero game?
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<blockquote data-quote="Bayushi_seikuro" data-source="post: 9733654" data-attributes="member: 7024851"><p>For me, like any other genre, it takes many things. I just got home from work and it's late so I'll just give a couple examples I personally like:</p><p></p><p>1) the old Marvel FASERIP system. I don't think it worked as well as intended, but one thing they had that made it 'feel Marvel' was the Karma system. Karma was XP, and I believe also could be used to add to your dice rolls and buy new power stunts. For all the love people have for Wolverine, in the system he was Bad News - you gain Karma for heroism and lose Karma for doing bad deeds. Killing cost you ALL YOUR KARMA - unless it could be later proved you didn't kill Doctor Doom, but a Doombot for example.</p><p></p><p>2) Brave New World. My understanding is BNW was Savage Worlds before SW. But what I love about BNW was the setting. Each hero only had one power type, you chose if you were known (and under the thumb of Delta Prime) or unknown and at risk of being caught being unregistered. But the setting! Wow. The supervillain caused the Bicentennial Battle in Chicago, threatening to set off a horrific weapon, the alphas (the highest powered supers around) went to stop him... and the villain literally CRATERED Chicago by setting his device off (which was eventually revealed years after the game line died to have been a way to 1) remove all the high powered beings and 2) move them to their own setting)</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 9733654, member: 7024851"] For me, like any other genre, it takes many things. I just got home from work and it's late so I'll just give a couple examples I personally like: 1) the old Marvel FASERIP system. I don't think it worked as well as intended, but one thing they had that made it 'feel Marvel' was the Karma system. Karma was XP, and I believe also could be used to add to your dice rolls and buy new power stunts. For all the love people have for Wolverine, in the system he was Bad News - you gain Karma for heroism and lose Karma for doing bad deeds. Killing cost you ALL YOUR KARMA - unless it could be later proved you didn't kill Doctor Doom, but a Doombot for example. 2) Brave New World. My understanding is BNW was Savage Worlds before SW. But what I love about BNW was the setting. Each hero only had one power type, you chose if you were known (and under the thumb of Delta Prime) or unknown and at risk of being caught being unregistered. But the setting! Wow. The supervillain caused the Bicentennial Battle in Chicago, threatening to set off a horrific weapon, the alphas (the highest powered supers around) went to stop him... and the villain literally CRATERED Chicago by setting his device off (which was eventually revealed years after the game line died to have been a way to 1) remove all the high powered beings and 2) move them to their own setting) [/QUOTE]
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