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What makes a successful superhero game?
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<blockquote data-quote="rmcoen" data-source="post: 9734340" data-attributes="member: 6692404"><p>I've played in four "SH" campaigns. one V&V, two Champions, and one M&M. (don't know the editions of any of them, sorry). The V&V game, we were definitely street-level; a telepath/telekinetic, an empowered martial artist, a "speedster" (actually "stopped time" in small increments), and a squishy blaster. We struggled against hordes of government agents (think the TV series Heroes, just discovering our powers), then started to face other new "supers".</p><p></p><p>One Champions game we were the "Avengers Carribean!" (psssh! confetti spray - yes, we paid group design points to have that special effect whenever our name was said), based in Ann Arbor, MI. Standard Hero Level; I was an ex-air force Johnny Storm-like, and then we had a college student hulk-like, a mastermind illusionist, a slow speedster/blaster, and a martial artist. We fought science-accident monsters in the diag, and got sent on the inconvenient missions the actual Avengers didn't want to bother with.</p><p></p><p>The other Champions game I ran, hacked to simulate Bubblegum Crisis and power armor suits. And we discovered that a simple AK-47 - according to the book stats - is more powerful than our "60pt powers, one 75pt specialty" supers! 5d6 ranged killing attack was super lethal. Granted, the powered armor supers could <em>survive</em> a full auto burst, but they were down; on the other hand, the supers had many utility power they had to use creatively. So... high street-level effective power?</p><p></p><p>the Mutants & Masterminds campaign, we were again "high-street level". Like Legion of Superfriends cartoon show power, real Silver Age stuff. I was a spellcaster with a magic staff and ankh found in an Egyptian tomb; all my powers were themed by egyptian gods. We had a nuclear-powered hulk-like, an elementalist that was literally half water and half fire, a super-skilled government agent (and also our Fixer, getting us jobs)... and Ghost, a person out of phase with the world who could only affect it with his powers (we officially didn't even know he was there, just sometimes bad guys fell down or lucky things happened we couldn't explain).</p><p></p><p>So 3 out of 4 games, "high-street level". Kinda like D&D 5e and bounded accuracy, we could try to fight dragons (real threats, world-enders), but we still had to be careful around goblins (cops, agents, thugs with guns). And the 4th was low street level.</p><p></p><p>I don't think I'd <em>want</em> to play in a Justice League (Superman, plot-armor Batman, Wonder Woman, Green Lantern) game. Yes, there should absolutely be problems you can't punch -- and you shuldn't be able to solve those problems by using a single power.</p></blockquote><p></p>
[QUOTE="rmcoen, post: 9734340, member: 6692404"] I've played in four "SH" campaigns. one V&V, two Champions, and one M&M. (don't know the editions of any of them, sorry). The V&V game, we were definitely street-level; a telepath/telekinetic, an empowered martial artist, a "speedster" (actually "stopped time" in small increments), and a squishy blaster. We struggled against hordes of government agents (think the TV series Heroes, just discovering our powers), then started to face other new "supers". One Champions game we were the "Avengers Carribean!" (psssh! confetti spray - yes, we paid group design points to have that special effect whenever our name was said), based in Ann Arbor, MI. Standard Hero Level; I was an ex-air force Johnny Storm-like, and then we had a college student hulk-like, a mastermind illusionist, a slow speedster/blaster, and a martial artist. We fought science-accident monsters in the diag, and got sent on the inconvenient missions the actual Avengers didn't want to bother with. The other Champions game I ran, hacked to simulate Bubblegum Crisis and power armor suits. And we discovered that a simple AK-47 - according to the book stats - is more powerful than our "60pt powers, one 75pt specialty" supers! 5d6 ranged killing attack was super lethal. Granted, the powered armor supers could [I]survive[/I] a full auto burst, but they were down; on the other hand, the supers had many utility power they had to use creatively. So... high street-level effective power? the Mutants & Masterminds campaign, we were again "high-street level". Like Legion of Superfriends cartoon show power, real Silver Age stuff. I was a spellcaster with a magic staff and ankh found in an Egyptian tomb; all my powers were themed by egyptian gods. We had a nuclear-powered hulk-like, an elementalist that was literally half water and half fire, a super-skilled government agent (and also our Fixer, getting us jobs)... and Ghost, a person out of phase with the world who could only affect it with his powers (we officially didn't even know he was there, just sometimes bad guys fell down or lucky things happened we couldn't explain). So 3 out of 4 games, "high-street level". Kinda like D&D 5e and bounded accuracy, we could try to fight dragons (real threats, world-enders), but we still had to be careful around goblins (cops, agents, thugs with guns). And the 4th was low street level. I don't think I'd [I]want[/I] to play in a Justice League (Superman, plot-armor Batman, Wonder Woman, Green Lantern) game. Yes, there should absolutely be problems you can't punch -- and you shuldn't be able to solve those problems by using a single power. [/QUOTE]
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