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What makes a successful superhero game?
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<blockquote data-quote="kermit4karate" data-source="post: 9733671" data-attributes="member: 7053643"><p>I got into Champions in the '80s. Coming from AD&D at the time, it shook me and my gamer cohort of nascent RPG fanatic fiends to our cores.</p><p></p><p>I can attest to the observation you mentioned regarding most people not playing it skirmish or squad based. It was plain and simple comic book superhero/villain stuff.</p><p></p><p>Standout features that still come to mind were the character sheets with the mannequin mockups so you could draw your own character over the top of them. That was the first I'd seen anything like that. You could use the sharp tip of a mechanical pencil to scrape off the photocopy ink to enhance your drawings.</p><p></p><p>And then, of course, the usage of disadvantage to boost your point pools to overpower your characters just as long as you were willing to take on some "vulnerability debt."</p></blockquote><p></p>
[QUOTE="kermit4karate, post: 9733671, member: 7053643"] I got into Champions in the '80s. Coming from AD&D at the time, it shook me and my gamer cohort of nascent RPG fanatic fiends to our cores. I can attest to the observation you mentioned regarding most people not playing it skirmish or squad based. It was plain and simple comic book superhero/villain stuff. Standout features that still come to mind were the character sheets with the mannequin mockups so you could draw your own character over the top of them. That was the first I'd seen anything like that. You could use the sharp tip of a mechanical pencil to scrape off the photocopy ink to enhance your drawings. And then, of course, the usage of disadvantage to boost your point pools to overpower your characters just as long as you were willing to take on some "vulnerability debt." [/QUOTE]
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What makes a successful superhero game?
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