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Originally Posted by Rawhide
What I think T&J needs more than anything else is a city setting complete with local heros, villains and weirdness. It should include a lot of adventure ideas and multiple campaign suggestions just like in T&J itself. Something full or cool ideas that remind us of our favorite comics but aren't a direct rip off with the names changed. Something so new and interesting people will want to use it even if playing a different supers rpg.
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The Second String Supers setting in the book is a little like this: how does what you envisage differ?
Oh, and adding to the earlier discussion: the connection point to ideas of different levels of super is that if Batman tries to deal with a problem in the same way as Superman, then he'll get splatted. But if he can find a Batman way of dealing with it, he's well away. In other words, any character has a chance of dealing with any situation
if the player can think of a way to apply their abilities.
One of the reasons this works is that T&J "damage" is not actual physical trauma, but a sort of narrative attrition. If you overcome the other guy in some challenge he loses some of his ability to influence events, and eventually "deserves" to be defeated. It doesn't matter whether you're thumping him or giving him a stern lecture on the folly of crime, it's all "damage". (Well, it could be Failure ranks which is short-lived damage but that's not important right now.)
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