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What makes a successful superhero game?
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<blockquote data-quote="Thomas Shey" data-source="post: 9734764" data-attributes="member: 7026617"><p>Yup. It was even true of the Legion of Superheroes when Superboy, Supergirl weren't present (as they weren't originally before Clark started time travelling to hang out with them). Though the original "New X-Men" weren't that wide apart until they started pushing Storm's power up and got into the whole Phoenix thing.</p><p></p><p></p><p></p><p>My only point is that you don't have to (though there's nothing wrong if your game is set up to) have the ability to handle wide power levels within a group to make a perfectly viable, broadly usable superhero RPG. People act like its the default case when its really only true with a couple of prominent cases (and not all versions of those; I can point at an incarnation of the Avengers that didn't exactly have massive gaps in it), its not only universal, once you move away from those specific groups it isn't even common.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9734764, member: 7026617"] Yup. It was even true of the Legion of Superheroes when Superboy, Supergirl weren't present (as they weren't originally before Clark started time travelling to hang out with them). Though the original "New X-Men" weren't that wide apart until they started pushing Storm's power up and got into the whole Phoenix thing. My only point is that you don't have to (though there's nothing wrong if your game is set up to) have the ability to handle wide power levels within a group to make a perfectly viable, broadly usable superhero RPG. People act like its the default case when its really only true with a couple of prominent cases (and not all versions of those; I can point at an incarnation of the Avengers that didn't exactly have massive gaps in it), its not only universal, once you move away from those specific groups it isn't even common. [/QUOTE]
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