I spoke about this topic a lot. The power to refill anything at my own will. Empty drink container? Refilled. Empty gas tank in your car? Refilled. Empty bank account? Refilled
Masks is great, the best system I’ve played in which you can have high-powered characters and low-powered characters on the same team and still have both feel relevant to whatever’s happening.
Sentinel Comics should have gotten a mention, as it is one of the best Superhero RPG's released in this decade. There hasn't been something quite as good and flexible, that highlights the various modes of game play that RPG's have in a long while. It is well worth a look.
Definitely giving that a look. Currently on the prowl for a good superhero rpg that's flexible, easy to customize, heavy role-playing friendly and easy to transition to from d&d
That's because the people who makes these videos have extremely shallow understanding or knowledge of the hobby. Guaranteed they just chose whatever games showed up on first search results.
@@dogwaterjoe3783 I do suggest giving it a look 'cos it's a great system but this is a heads-up that SCRPG doesn't check a number of your boxes. It's supremely flexible about how you do things (You can rescue a civilian from a burning car using everything from Telekinesis + Creativity to Animal Control + Leadership if you can justify it in a way that makes sense for your character) but its scene structure is quite inflexible - it starts in Green status, ramps up to Yellow, then to Red, with your heroes only getting access to their most powerful abilities as the scene climaxes. It's very dramatic and effective, but also a somewhat formulaic so it depends how your tastes run. It's also not very easy to customise. You make characters by combining a Background, a Power Source, an Archetype, and a Personality, and that defines which qualities, powers and abilities you get to choose from. My experience is that the SCRPG character creation system requires you to be creative in creating your character - you will almost always end up with an interesting that's the result of your choices, but you generally won't be able to go into character creation with a specific concept and make it happen. It's also fairly calibrated to the 'four-colour supers' style of the Sentinels of the Multiverse card game. I also don't know how easy it is to transition to from D&D - it has a very different approach to most things. Even the basic way it rolls dice is different: Basically everything is resolved with the roll of three dice: One based on the Quality you're using, one based on the Power you're using, and one based on the current scene status (Green/Yellow/Red). If you're doing something like a basic attack, overcome, boost or hinder you take the result on the Mid die (for example if you roll 3,7,7 the Mid die is 7). Then heroes have special abilities which might be things like "Massive Blow: Attack a target using your Max die and hinder it using your min die". SCRPG also tends to be a lot less simulationist than D&D, and that tends to take some wrapping your head around, both for GM and players. Mostly though, I'd recommend giving it a go because it's something very different to D&D and interesting in its own right.
Hearing a game called Anyone Can Wear The Mask just makes me think of the end of Into The Spider-Verse: "Anyone can wear the mask. You can wear the mask. If you didn't know that before, I hope you do now."
I started playing City of Mist thanks to Maddie! It's so much fun, easy to play and get creative with your character building while drawing on folklore, god's and goddesses etc. Thanks Maddie for another great video and breakdown!
so. crunchy. but soooooo flexible. It was *the* super-powered game when I grew up. I just don't have the patience for number-crunching as I once did. But if anyone has more patience than I, then I agree: Give the Hero system a try, 'cuz it's so worth it.
I quite enjoy the power profile mechanic from Worlds/Galaxies in Peril: You come up with your power and define a limited toolkit of specific ways to use it. These are grouped by difficulty so you have a structure to understand your limitations. When you try something new it's harder, but roll well enough and it's added to your toolkit for you to use at will. Spider-Man is a great example here. He starts off having difficulty just sticking to walls and swinging on webs. He can keep adding to his toolkit by figuring out new creative uses for his webbing. He can lob blobs at his foes, tie things up, make parachutes, launch projectiles like a sling, and so on.
The 80's Marvel Superheroes RPG by TSR had me in love for decades. The Character creation had all the design tools available to make your hero as detailed and nuanced as you wanted it to be. FASERIP
Thank you, Maddie and the Dicebreaker team, for pointing out City of Mists! I’ve never heard of this one before, but I’m definitely going to try and track it down - I’m looking for a rules-light system to dip my toes into GMing (and maybe just have an excuse to run something superhero-themed)! I would love to hear of more recommendations if/as they come up!
This was very informative. there were a couple of games there that I have never heard of and I will definitely be looking up. The presenter had great energy and she seemed really enthusiastic. Which makes me want to check out your channel. So thank you for bringing this to light.
Savage Worlds You can adjust the gritty level of the game via Settings Rules and with the Super Powers Companion (SWADE) and Necessary Evil. I have not found anything yet that I cannot play. I will say the City of Mist game is amazing, in all games I love to use the "A CASE IS LIKE AN ICEBERG" section from the GMs guide when creating things for any game I am running.
If you are into Savage Worlds and the Super Powers Companion, you should consider checking out Titan Effect on drivethru RPG. It doesn’t use the entirety of the SPC, but it’s set up like the love child of X-Force and Metal Gear Solid with a dash of Ghost in the Shell. There’s a free QuickStart, as well as the newest declassified edition that has a cornucopia of factions and GM tools. The creator has put a lot of thought and money into the art as well, and it’s a bargain if you already have SWADE and the SPC.
Loved the video. For me the greatest SUPERHERO RPG is DC Heroes RPG from Mayfair, specially the 3rd revised edition. It’s incredible! I was very sad during the pandemic that that no Online platforms didn’t adapted its tables and rolls to play with it
Champions is a great Super Hero RPG also. It has a lot of math, but you can play any type of hero that you want. It's one of the original Super Hero RPGs to boot, so it has a lot of old school goodness about it. For a little more cash, it has a Java based character generator that takes care of the math for you.
The "1" in the Marvel Multiverse RPG (which in its final version, if nothing changes, will be a Marvel logo instead of the number 1) doesn't just work for successes. It's basically your "crits" trigger. If you succeed and rolled a 1 in the Marvel die, you have a critical success (or fantastic success as they call it), and if you fail you'll have a critical failure.
A bit disappointed that Wild Talents didn't get a look in. It is so flexible with a fascinating system and a whole pile of varied (and very innovative) settings.
I've always liked the Palladium system for Super Heroes. I liked Mutants and Masterminds too. Now though, I just play City of Heroes for my super hero kick.
My favorite superhero game is a rules lite one called Tiny-D6 Supers. The game is very simple. You just have hit points (5-8 depending on the class you pick), and 3 super powers. Powers have 3 levels, so you man have just one power, but a POWRFUL version instead of 3 separate powers. Dice rolling is simple. Roll 2D6, and if any of them roll as a 5 or 6, you succeed. If the situation is a disadvantage, roll only 1D6, or if you have advantage, then roll 3D6. Again, you just need a single 5 or 6 to succeed. That is it.
Interesting video. I've been wondering about running a superhero game but struggling to find the right system for it, so this was really useful to watch. I wonder how modifiable City of Mists is as it might work for an urban fantasy game I ran ages ago and want to revisit.
The best superhero role-playing game is the original Marvel Super Heroes Role-Playing game from 1984. The game is super simple with a very low level entry point for those people who have never played a role-playing game before. Plus it is all free on the internet and can be modified to fit different genres.
Its old but Marvel's F.A.S.E.R.I.P. has not just a ton of support but a massivr amount of fan content that will give you the tools to run a DC, Marvel, or anything else.
Since the TSR Marvel game is out of print, people have started calling it the FASERIP system (an acronym for the various abilities) and published slightly updated versions. Astonishing Superheroes on DriveThruRPG is one such republication.
@@akuchling true, but being charged for the playtest version of a game is a bit of a rip off by any standard, so it's still a better option than the new marvel game, and finding used books for MSH is easier than the other Marvel games that have come out since...
You left out the best system Hero System 5th and 6th edition. It's the best superhero and general RPG system I've ever run. It's got everything you need to build anything and run anything.
With Truth & Justice I could make any Superhero imaginable, with Marvel Heroic RP And Atomic Robo RPG too. Not With M&M though. I found the tiers system a bit restrictive for that. With the others I could do anything from Ben 10 to Ninja Turtles and put them all in the same group. M&M was too crunchy for me to consider it flexible. That doesn't mean it's a bad game for what it is though, but not what I would use for running flexible supers with imaginative, cinematic scenes.
I remember an European superheroe RPG I played in the 90's. Much easier game that any of this. We did not have Captain American, we had Euroman lol. LOL i found it, it was called Superheroes inc
A list of good Mystery RPGs. Like Who dun it or that kinda Detective kind. Would be cool. I've been trying to search a good one. City Of Mist does kinda have it, and Call Of Chtulu. But it's not just what I want.
You're looking for Brindlewood Bay by Jason Cordova and its descendants like The Between and Paranormal Inc. These are games with a lot of GM support and an ingenious mystery system, with no one defined ending.
You want an reality based investigation. or investigation with magical and ritual shenaningans(altough they may cause damage to you sanity)? because if it was the 2° i could recommend the Esoterrorists, or the Ordem Paranormal. Altough that second one is a brazillian one.
Lack of publisher activity. The faithful know about it, but much of the industry thinks it’s a dead game, although the Hall of Heroes community content program is helping. It’s also a much heavier/crunchier game than most of what gets attention now.
Champs/Hero is my favorite system since I discovered it in 82. But it is not a Superhero RPG. It is the toolbox/structure to build any RPG you can think if. But they, Hero Games, never actually built/published a PLAYABLE game. They published a mountain of disparate pieces that could be combined into a setting/campaign. But they never actually pulled the trigger. While people will argue that the Champions Universe IS the campaign/setting. I blow that nonsense away with a single question. What is the point limits and power build guidelines for CU? A Campaign/Setting has predefined limits set. They don't tell the GM to decide everything. Remember the Campaign Ground Rules Sheet where you defined all the point limits and other rule settings and the Character Creation Checklist that noted each Power/Skill/Talent/etc. and whether it was allowed in the campaign? Those existed to help the GM define their campaign in game mechanic terms so a player had some kind of guide. You can literally build any kind of RPG game using the Hero System. But you cannot PLAY a Hero game until someone defines how everything will work in the campaign.
@@spencesanders7879 That makes no sense. It's obviously a playable game -- you played it. Champions was Hero System before Hero System was generic. And I said "Champions (Hero System)" specifically mentioning the campaign/background/setting. Despite that, your logic makes no sense. Almost every game's preface notes that the rules are there to help the GM define their campaign -- that the GM can always decide to change or ignore rules. Is AD&D "not a game" because you don't know if your particular GM is going to tell you to create your character attributes using points allocation or "4d6 drop the lowest" until they actually TELL you? Is Pathfinder "not a game" because you don't know if your GM is going to tell you that they're not going to allow goblinoid PCs in their campaign until they actually tell you? No, of course not. That's silly. So why do you need Champions to be more specific about how many points to build your character on for it to be "a PLAYABLE game".
Marvel Heroic Roleplaying was a criminally underrated game. Alas, it suffered the same fatal flaw as the previous two attempts at a Marvel rpg; character creation sucked. Hopefully Marvel Multiverse has fixed that.
The Best Superheroes RPG put there is/was the Marvel Universe RPG from 2003. This is the "Easy To Find In Your Local Game Store" list more so than the Best Superhero RPGs. That's why the New Marvel Multiverse RPG is on the list even though its only out as a Playtest game and has a lot of issues.
This isn’t a list of the best superhero games, it’s a list of the newest, or trendiest. No mention of Champions, but a lot about a game that isn’t even out yet (Marvel).
Comic fans brains are hard to understand : who keeps up with the vast (& overabundance) of characters ). The bible had far less and still hard to remember.
What would your super power be?
Making others fall asleep
I spoke about this topic a lot. The power to refill anything at my own will. Empty drink container? Refilled. Empty gas tank in your car? Refilled. Empty bank account? Refilled
@@SamLMT1990 Open to a lot of interpretation. Empty future? Refill. Empty thoughts? Refill. Annoying neighbour has an empty bladder? Refill.
Shapeshifting, a'la Martian Manhunter/BeastBoy/Mystique
Aeromancy! Definitely!
Masks is great, the best system I’ve played in which you can have high-powered characters and low-powered characters on the same team and still have both feel relevant to whatever’s happening.
Sentinel Comics should have gotten a mention, as it is one of the best Superhero RPG's released in this decade. There hasn't been something quite as good and flexible, that highlights the various modes of game play that RPG's have in a long while. It is well worth a look.
Agreed. GM-ing takes some practice, but the creativity and strategy of play while avoiding the simulation of physics is amazing.
Definitely giving that a look. Currently on the prowl for a good superhero rpg that's flexible, easy to customize, heavy role-playing friendly and easy to transition to from d&d
That's because the people who makes these videos have extremely shallow understanding or knowledge of the hobby. Guaranteed they just chose whatever games showed up on first search results.
Came here looking for this!
@@dogwaterjoe3783 I do suggest giving it a look 'cos it's a great system but this is a heads-up that SCRPG doesn't check a number of your boxes. It's supremely flexible about how you do things (You can rescue a civilian from a burning car using everything from Telekinesis + Creativity to Animal Control + Leadership if you can justify it in a way that makes sense for your character) but its scene structure is quite inflexible - it starts in Green status, ramps up to Yellow, then to Red, with your heroes only getting access to their most powerful abilities as the scene climaxes. It's very dramatic and effective, but also a somewhat formulaic so it depends how your tastes run.
It's also not very easy to customise. You make characters by combining a Background, a Power Source, an Archetype, and a Personality, and that defines which qualities, powers and abilities you get to choose from. My experience is that the SCRPG character creation system requires you to be creative in creating your character - you will almost always end up with an interesting that's the result of your choices, but you generally won't be able to go into character creation with a specific concept and make it happen. It's also fairly calibrated to the 'four-colour supers' style of the Sentinels of the Multiverse card game.
I also don't know how easy it is to transition to from D&D - it has a very different approach to most things. Even the basic way it rolls dice is different: Basically everything is resolved with the roll of three dice: One based on the Quality you're using, one based on the Power you're using, and one based on the current scene status (Green/Yellow/Red). If you're doing something like a basic attack, overcome, boost or hinder you take the result on the Mid die (for example if you roll 3,7,7 the Mid die is 7). Then heroes have special abilities which might be things like "Massive Blow: Attack a target using your Max die and hinder it using your min die".
SCRPG also tends to be a lot less simulationist than D&D, and that tends to take some wrapping your head around, both for GM and players.
Mostly though, I'd recommend giving it a go because it's something very different to D&D and interesting in its own right.
Hearing a game called Anyone Can Wear The Mask just makes me think of the end of Into The Spider-Verse: "Anyone can wear the mask. You can wear the mask. If you didn't know that before, I hope you do now."
I started playing City of Mist thanks to Maddie! It's so much fun, easy to play and get creative with your character building while drawing on folklore, god's and goddesses etc. Thanks Maddie for another great video and breakdown!
I'm so happy to hear that! What Mythos did you go for? - Maddie
The Hero/Champions system is easily the most crunchy, but also flexible, system out there, and Palladium has a nice system as well.
I loved Palladium.
Rifts. Robotech. I miss those games.
so. crunchy. but soooooo flexible. It was *the* super-powered game when I grew up. I just don't have the patience for number-crunching as I once did. But if anyone has more patience than I, then I agree: Give the Hero system a try, 'cuz it's so worth it.
I miss playing Hero. It was and still is my go to for supers
You dare challenge Gurps?
@@icedriver2207 Honestly I never played Gurps. I've heard good things
Just recently got into Masks A New Generation and I love it.
Heya! How did I miss this?! Fantastic breakdown for M&M, all of us at Green Ronin Publishing thank you for the mention!
I quite enjoy the power profile mechanic from Worlds/Galaxies in Peril: You come up with your power and define a limited toolkit of specific ways to use it. These are grouped by difficulty so you have a structure to understand your limitations. When you try something new it's harder, but roll well enough and it's added to your toolkit for you to use at will.
Spider-Man is a great example here. He starts off having difficulty just sticking to walls and swinging on webs. He can keep adding to his toolkit by figuring out new creative uses for his webbing. He can lob blobs at his foes, tie things up, make parachutes, launch projectiles like a sling, and so on.
I love this! Maddie is an incredible host, i’m dying for that top x
The 80's Marvel Superheroes RPG by TSR had me in love for decades. The Character creation had all the design tools available to make your hero as detailed and nuanced as you wanted it to be.
FASERIP
Picked it up in 1987, and still play weekly online with players from day one. TSR's MSHRPG Forever!!
Thank you, Maddie and the Dicebreaker team, for pointing out City of Mists! I’ve never heard of this one before, but I’m definitely going to try and track it down - I’m looking for a rules-light system to dip my toes into GMing (and maybe just have an excuse to run something superhero-themed)!
I would love to hear of more recommendations if/as they come up!
Risus: super-light; the main rulebook is 16 pages, and a lot of it is art.
MARVEL CLASSIC RPG!
All day long.
My very first superhero game and bar none my favorite. My very first game ever was classic FASERIP. In 1987.
This was very informative. there were a couple of games there that I have never heard of and I will definitely be looking up. The presenter had great energy and she seemed really enthusiastic. Which makes me want to check out your channel. So thank you for bringing this to light.
Savage Worlds
You can adjust the gritty level of the game via Settings Rules and with the Super Powers Companion (SWADE)
and Necessary Evil. I have not found anything yet that I cannot play. I will say the City of Mist game is amazing, in all games I love to use the "A CASE IS LIKE AN ICEBERG" section from the GMs guide when creating things for any game I am running.
If you are into Savage Worlds and the Super Powers Companion, you should consider checking out Titan Effect on drivethru RPG. It doesn’t use the entirety of the SPC, but it’s set up like the love child of X-Force and Metal Gear Solid with a dash of Ghost in the Shell. There’s a free QuickStart, as well as the newest declassified edition that has a cornucopia of factions and GM tools. The creator has put a lot of thought and money into the art as well, and it’s a bargain if you already have SWADE and the SPC.
Loved the video. For me the greatest SUPERHERO RPG is DC Heroes RPG from Mayfair, specially the 3rd revised edition. It’s incredible! I was very sad during the pandemic that that no Online platforms didn’t adapted its tables and rolls to play with it
Champions is a great Super Hero RPG also. It has a lot of math, but you can play any type of hero that you want. It's one of the original Super Hero RPGs to boot, so it has a lot of old school goodness about it. For a little more cash, it has a Java based character generator that takes care of the math for you.
The "1" in the Marvel Multiverse RPG (which in its final version, if nothing changes, will be a Marvel logo instead of the number 1) doesn't just work for successes. It's basically your "crits" trigger. If you succeed and rolled a 1 in the Marvel die, you have a critical success (or fantastic success as they call it), and if you fail you'll have a critical failure.
I backed Absolute Power, my group likes the style so far. Shout out to Heroes Unlimited/After the Bomb -- great fun for char gen, but difficult to run
A bit disappointed that Wild Talents didn't get a look in. It is so flexible with a fascinating system and a whole pile of varied (and very innovative) settings.
I still prefer the original Marvel Super Heroes FASERIP RPG.
omg I totally forgot about FASERIP that was the best acronym!!
@@PretendCoding now I run Prowlers & Paragons Ultimate Edition. It may just be the best supers rpg ever!
I've always liked the Palladium system for Super Heroes. I liked Mutants and Masterminds too. Now though, I just play City of Heroes for my super hero kick.
My favorite superhero game is a rules lite one called Tiny-D6 Supers. The game is very simple. You just have hit points (5-8 depending on the class you pick), and 3 super powers. Powers have 3 levels, so you man have just one power, but a POWRFUL version instead of 3 separate powers. Dice rolling is simple. Roll 2D6, and if any of them roll as a 5 or 6, you succeed. If the situation is a disadvantage, roll only 1D6, or if you have advantage, then roll 3D6. Again, you just need a single 5 or 6 to succeed. That is it.
I love Masks. Best PTBA based game I have played, by far.
What no Spectaculars?!
It's basically a 'build your own MCU'.
About to run my first one shot of the Savage Worlds Super Powers setting and I cannot wait.
nothing can beat the old TSR marvel superheroes game
Interesting video. I've been wondering about running a superhero game but struggling to find the right system for it, so this was really useful to watch.
I wonder how modifiable City of Mists is as it might work for an urban fantasy game I ran ages ago and want to revisit.
My favourite superhero rpg is Brave New World from Pinnacle / AEG. Set in a facist America, the players are vigilantes fighting against the state.
The best superhero role-playing game is the original Marvel Super Heroes Role-Playing game from 1984. The game is super simple with a very low level entry point for those people who have never played a role-playing game before. Plus it is all free on the internet and can be modified to fit different genres.
"on the crunchier side" .... it was a long time since I played Champions.
Its old but Marvel's F.A.S.E.R.I.P. has not just a ton of support but a massivr amount of fan content that will give you the tools to run a DC, Marvel, or anything else.
Hit the Streets by Rich Rogers is also a really great supers game.
Going to hold off on commenting about Marvel till I see it more in action. But they''ve never beaten the FASERIP system.
I think I'll stick to TSR's Marvel Super Heroes for Marvel role playing...
Since the TSR Marvel game is out of print, people have started calling it the FASERIP system (an acronym for the various abilities) and published slightly updated versions. Astonishing Superheroes on DriveThruRPG is one such republication.
@@akuchling true, but being charged for the playtest version of a game is a bit of a rip off by any standard, so it's still a better option than the new marvel game, and finding used books for MSH is easier than the other Marvel games that have come out since...
That is the best superhero rpg ever made.
Somebody tell me that the first 20 seconds from this video does not sound like an advertisement for a company that sells superpowers
You left out the best system Hero System 5th and 6th edition. It's the best superhero and general RPG system I've ever run. It's got everything you need to build anything and run anything.
I’ve never heard of grandmas hands but I’m going to check it out thank you😁
Also GURPS Supers, really good and all the versatile.
Powers for Good is still my favorite.
With Truth & Justice I could make any Superhero imaginable, with Marvel Heroic RP And Atomic Robo RPG too. Not With M&M though. I found the tiers system a bit restrictive for that. With the others I could do anything from Ben 10 to Ninja Turtles and put them all in the same group. M&M was too crunchy for me to consider it flexible. That doesn't mean it's a bad game for what it is though, but not what I would use for running flexible supers with imaginative, cinematic scenes.
I remember an European superheroe RPG I played in the 90's. Much easier game that any of this. We did not have Captain American, we had Euroman lol. LOL i found it, it was called Superheroes inc
You should also add MYTHIC D6 to this line up
A list of good Mystery RPGs. Like Who dun it or that kinda Detective kind. Would be cool. I've been trying to search a good one. City Of Mist does kinda have it, and Call Of Chtulu. But it's not just what I want.
You're looking for Brindlewood Bay by Jason Cordova and its descendants like The Between and Paranormal Inc. These are games with a lot of GM support and an ingenious mystery system, with no one defined ending.
You want an reality based investigation. or investigation with magical and ritual shenaningans(altough they may cause damage to you sanity)?
because if it was the 2° i could recommend the Esoterrorists, or the Ordem Paranormal. Altough that second one is a brazillian one.
Guess I'm a super hero geek I already own 3 of these, got city of mist on the Kickstart
How on Earth can she not be playing with those dice in the desk next to her..
Was dming a final fantasy campaign with my group but might see if they would rather do a superhero campaign. Cant hurt to ask.
Granma's Hand sounds like an interesting game!
How can Champions not be on this list?
How did Chanpions (Hero System) not make the list? :)
Not everyone is into one of the best Super-Hero RPGs ever, alas.
Lack of publisher activity. The faithful know about it, but much of the industry thinks it’s a dead game, although the Hall of Heroes community content program is helping. It’s also a much heavier/crunchier game than most of what gets attention now.
@@JohnDesmarais I guess I've been out of it longer than I thought. Still feels like 6th edition was released "a year or two ago". Sad.
Champs/Hero is my favorite system since I discovered it in 82. But it is not a Superhero RPG. It is the toolbox/structure to build any RPG you can think if. But they, Hero Games, never actually built/published a PLAYABLE game. They published a mountain of disparate pieces that could be combined into a setting/campaign. But they never actually pulled the trigger. While people will argue that the Champions Universe IS the campaign/setting. I blow that nonsense away with a single question. What is the point limits and power build guidelines for CU? A Campaign/Setting has predefined limits set. They don't tell the GM to decide everything. Remember the Campaign Ground Rules Sheet where you defined all the point limits and other rule settings and the Character Creation Checklist that noted each Power/Skill/Talent/etc. and whether it was allowed in the campaign? Those existed to help the GM define their campaign in game mechanic terms so a player had some kind of guide. You can literally build any kind of RPG game using the Hero System. But you cannot PLAY a Hero game until someone defines how everything will work in the campaign.
@@spencesanders7879 That makes no sense. It's obviously a playable game -- you played it. Champions was Hero System before Hero System was generic. And I said "Champions (Hero System)" specifically mentioning the campaign/background/setting.
Despite that, your logic makes no sense. Almost every game's preface notes that the rules are there to help the GM define their campaign -- that the GM can always decide to change or ignore rules. Is AD&D "not a game" because you don't know if your particular GM is going to tell you to create your character attributes using points allocation or "4d6 drop the lowest" until they actually TELL you? Is Pathfinder "not a game" because you don't know if your GM is going to tell you that they're not going to allow goblinoid PCs in their campaign until they actually tell you? No, of course not. That's silly.
So why do you need Champions to be more specific about how many points to build your character on for it to be "a PLAYABLE game".
Is there a game setting that is in-between Mutants and masterminds (meaty) and Mask's (Lite)
Marvel Multiverse RPG hits that spot pretty well, I think. And the final version is MUCH better than the playtest version.
Awesome shert
Wild Talents or Better Angels? How about Cold Steel Wardens?
You missed Sentinel Comics. Clearly the best one of the list that was omitted.
Marvel Heroic Roleplaying was a criminally underrated game. Alas, it suffered the same fatal flaw as the previous two attempts at a Marvel rpg; character creation sucked. Hopefully Marvel Multiverse has fixed that.
I think a part 2 for this video is necessary. Sanjoko Press's Galaxies in Peril uses the Foged in the Dark system to tell superhero stories.
Golden Heroes is still the best ever
Sentinels Comics RPG is a good super hero RPG.
No Champions?
The Best Superheroes RPG put there is/was the Marvel Universe RPG from 2003.
This is the "Easy To Find In Your Local Game Store" list more so than the Best Superhero RPGs.
That's why the New Marvel Multiverse RPG is on the list even though its only out as a Playtest game and has a lot of issues.
This isn’t a list of the best superhero games, it’s a list of the newest, or trendiest. No mention of Champions, but a lot about a game that isn’t even out yet (Marvel).
Comic fans brains are hard to understand : who keeps up with the vast (& overabundance) of characters ). The bible had far less and still hard to remember.
Marvel rpg is clunky and unfun.
A super hero based on literature?? Dorian Grey. I am making Dorian Grey.
Vigilante City using the ICRPG system is a great rules light super. 🦸♂️