I'd love to run a superhero campaign. I don't want to set it in the Marvel or DC Universe (that's 616, Earth 0, or any other including the TV and movie 'verses).
First, what's the best system to user for superheroes? Is it M&M? Some other system made specifically for superheroes? Some generic system?
Second, any tips from somebody who's run a supers campaign before? I feel like there might be some differences between running one relative to running some kind of political intrigue or dungeon crawl or something.
Anthony Long
Mutants and Masterminds is good. Supers Revised is good. FATE is okay if you hate crunch. GURPS is okay-good if you love crunch. All four are highly versatile.
The only campaign I was in faltered early. Don't forget the drama.
Ryan Murphy
Thanks. How is Worlds in Peril? I know some of the "Powered by the Apocalypse" games are way better than others, though I've never played any of them.
Why did it falter? And I won't.
Camden Edwards
Thanks. How is Worlds in Peril? I know some of the "Powered by the Apocalypse" games are way better than others, though I've never played any of them.
If you don't mind sharing, why did it falter? And I won't.
Christian Robinson
You might want to checkout Wild Talents
Cameron Wood
M&M is the easiest to use, but also the easiest to break. The rulebook even says so. Champions is a a little harder to learn, but is more balanced with just as many options. GURPS can do anything, but that means you have to learn how to do anything, then just use what you need. As for running it, it's most important for the players to feel like they are accomplish acts of heroism. Keep them in situations where "Unwavering power", "devious cunning", and "just in the nick of time" are all phrases you can uses regularly. If you're looking for inspiration, I'd check out My Hero Academia. It shows a very good grasp of the spirit of superheroism.
Carson Hill
This probably isn't a whole lot of help, but for my superhero campaign I basically did it as somewhat freeform puzzle-solving-ish thing. The only dice-rolls were a d100 that I would use to determine the current strength of a hero's power at any particular action. Danny Sink wants to shoot water from his sink hands? Roll to determine whether a trickle comes out or you flood the room. Scientist man wants to biologically fuse with corn to trick someone into eating him? Roll d100 to see how suspect the corn looks. He wants to burst out of the person that ate him? Roll to see whether you burst out of his chest or cause mild heartburn.
It really works better for humorous one-shots, but if you want to try something like that it can be a quick and hassle free way to dive right into the experience and keep momentum going.
Isaac Morales
Go dark. Watch Powers. Use Godlike / Wild Talents.
Jeremiah Moore
Don't play super heroes. Play reluctant super villains. Use Better Angels!
Parker Flores
I've had great success running heroes unlimited for the last 30 years. Lets be extremely clear though. Heroes unlimited. NOT RIFTS. NOT ANYTHING ELSE UNDER THE PALLADIUM UMBRELLA! JUST HEROES UNLIMITED! When you start to mix in the rest of palladium it kinda stops working. Very rarely I use ninjas and superspies or mystic china. In the last 5 years I started using powers unlimited 1, 2, & 3. Those are all things made to be used with heroes unlimited though