Quote:
As she begins her speech announcing the end of Doctor Nein's career as a criminal madman, Dirk pushes her aside and cleaves the evil Doctor with a Legendary blow (his Weapons, a good roll, and for good measure +2 from his Aspect "Exposition? Like hell. It's time to FIGHT."), and the Doctor falls, one eye ruined, his henchmen cowed into submission.
Jack flies the airship to London where they turn Doctor Nein over to Scotland Yard.
Now check it out: Doctor Nein gets to come back into play WITH AN EYEPATCH. That's solid sequel material in my books.
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This is something I really love about
Spirit of the Century (even though I don't yet own it, I'm familiar with the system) and I hope that it comes across to others as one of the game's great strengths. That is, it encourages the players to defeat villains without dispatching them utterly, keeping them in play for future games and stories.
Best of all, it gives players a mechanical incentive for doing this. Rather than simply advising players, "Hey, do this because it's in keeping with the pulp genre for the hero to keep the nemesis alive so that he can make a future appearance!", the game provides players with incentives through the tagging Aspects mechanism. A player who is already familiar with a villain can use those tagging rules to better advantage than if the villain was a complete unknown.
This is a great example of how well-designed mechanics can actually
serve the creation of cool stories through play.
Eric
P.S. This was a nice review, by the way. Congrats!