I'd say the core setting element that's baked into the mechanics is that the player characters have powers that carry a risk of turning them into the same kinds of monsters they fight against, and they maintain their humanity through their connections to other human beings. If you're okay with that, everything else can be reflavoured.I hadn't considered D&D4e, I've only really done group vs group. I'd be worried that the fight could drag on, fights in 4e tend to be super lengthy. But I'd definitely keep it in my back pocket.
I've heard of Double Cross but I haven't played it. It seemed very married to its setting the last time I looked into it, how flexible is it?
Well, Rhapsody of Blood has a few different "sets" of moves that are active at different times. For the purposes of this discussion, the relevant ones are the "Exploration Moves" and the "Confrontation Moves".How does one do a combat-centric PbtA game?
Ooh - this is interesting, because Mistborn doesn't strike me as a mechanics or combat heavy game at all. What was it about that game that made these fights interesting and dynamic? Was it mechanics, or was it just that the players were invested in the story at the time?The Mistborn Adventure Game does pretty well. I ran more than one fight with a crew of characters against an Inquisitor, and it was a brutal and dynamic fight each time.