To me this feels like a first version of the main rules, made with an eye for expansion, rather than a simplified version of said rules. That's not necessarily a bad thing, while reading it I just feel like there should be more.
I love the core mechanic table, visually it is very reminiscent of the FACERIP main table from the Marvel Superheroes TTRPG, which for a superhero game is a great comparison to strife for.
The GM Advice feels a bit strange: how does one practice setting the resolve costs for a player action outside of actually playing the game? I think more examples to help guide a new GM into what power rank an example description would be, or a play example showing the resolve cost of an action would be more helpful.
A personal note: I particularly miss something to help players equalize their power level and vibe.
In a point-buy based game a GM would use something like the number of available points to guide his players but in a heavily narrative focused game maybe something like a reminder for GMs to name an example superhero from pop culture to aid in this, would have been nice.
So a GM would be urged to say something like: "ok for this game, make characters that are equal in power to - Superman" and get it across to all players what kind of game they should expect, instead of saying nothing and ending up with a team that consists of the equivalent of the Punisher, Vision, Thor and Tom from accounting that just happens to have super-hearing.
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