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What makes a successful superhero game?
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<blockquote data-quote="DrunkonDuty" data-source="post: 9739384" data-attributes="member: 54364"><p>I think a supers game needs some sort of narrative currency that lets the PC put their thumb on the scale. E.g. FASERIP's karma system was a revelation to me back in the day. And that's something Champions does not have out of the box. Luckily, a hero point system isn't hard to tack on and I have my own house rules for them now.</p><p></p><p>Some sort of system for "natural"* disasters is a good idea. Again, I will note that my two favourite supers games, Champions and FASERIP, do not have such a thing. You're expected to model scenario's by extrapolating from the basic rules. And you can. But it would save a lot of work if they had some guidelines.</p><p></p><p>Super PCs really benefit from connection to the world. (I think all RPGs benefit from this, but for supers it's essential.) So a mechanism for connecting the character to the game world is needed. Champions disadvantages system does the job quite nicely; but the RAW could make it clearer for players that that is what it's for. </p><p></p><p>Interpersonal drama between PCs is an important trope. But I struggle to think of how one can put this into a game system; other than basing it on disadvantages.</p><p></p><p>*The inverted commas are because this is a supers game. When there's an earthquake there's every reason to suspect Mole People. Frankly, I always suspect Mole People.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9739384, member: 54364"] I think a supers game needs some sort of narrative currency that lets the PC put their thumb on the scale. E.g. FASERIP's karma system was a revelation to me back in the day. And that's something Champions does not have out of the box. Luckily, a hero point system isn't hard to tack on and I have my own house rules for them now. Some sort of system for "natural"* disasters is a good idea. Again, I will note that my two favourite supers games, Champions and FASERIP, do not have such a thing. You're expected to model scenario's by extrapolating from the basic rules. And you can. But it would save a lot of work if they had some guidelines. Super PCs really benefit from connection to the world. (I think all RPGs benefit from this, but for supers it's essential.) So a mechanism for connecting the character to the game world is needed. Champions disadvantages system does the job quite nicely; but the RAW could make it clearer for players that that is what it's for. Interpersonal drama between PCs is an important trope. But I struggle to think of how one can put this into a game system; other than basing it on disadvantages. *The inverted commas are because this is a supers game. When there's an earthquake there's every reason to suspect Mole People. Frankly, I always suspect Mole People. [/QUOTE]
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