|
|
The power imbalance between supers and normals in superhero games always has definite consequences if thought through, particularly in more "normal" campaigns and systems. GURPS Supers is one of the most obvious examples - it's a very realism-orientated system at base, and one of the consequences of being super strong within the rules, for instance, is that if you punch a normal you put your fist through them and kill them. In fact, if you punch or energy blast supers who don't have super defences (say your average psi) they die too.
What is more significant than that, I've found, is the consequence of non-combat powers such as desolidication, invisibility and particularly psychic abilities. If you run anything more than a stereotypical four-colour comic style game you end up with people thinking "well, why *should* I obey the police?" And then as a GM you have to reinterpret the police and wider society in a way that is more realistic for a world where it is known that superpowers exist, which is an immense job, far harder than that of a comics writer because players will actively test what you produce to destruction and, without artificial and unsatisfying limits on player action, you're going to find it hard to stop them.
The idea that individuals can have immense power without having to rely on others, in contrast to the real world where even the strongest or smartest individual is easily defeated without the support of other people, is going to warp politics to breaking point. I simply cannot properly deal with really high-powered characters as a GM because I don't have the time to produce a believable game world where such things are known about; it would radically change society, and if I didn't get it right, players would spot the gaps. In the real world, even the myth of slightly unusual characteristics can cause mass panic (e.g. "fanatic suicide bombers"). Unless the superbeings in question have only just arrived, their existence would have caused societal shifts that I really don't have the time to work through.
In my games, supers are fairly low-powered and those who have potentially seismic powers such as telepathy or teleportation are either actively hunted, can be countered by technology, or face routine opposition by other supers - really, to keep the disruption of the real world to a manageable level so that I can maintain a believable setting. One of the benefits of this is that players can then explore the consequences of their characters' powers in the knowledge that they're not going to suddenly encounter any glaring contradictions, and a realistic world can grow.
A good example of a very poor introduction of super abilities to the real world in games is the old GURPS IST sourcebook, which is astoundingly naive in almost every respect. The background of UN superteams might seem to connect it with Stormwatch, but with every ounce of cynicism and realism replaced in favour of "yay US liberal democracy". The IST universe is full of bad Muslim terrorists, their PLO are neo-Nazis and in the first Gulf War, UN superteams arrested Saddam Hussein and everyone clapped and said "well done, what a nasty man". (The fate of anyone not demonised in the contemporary US was not discussed of course.) It's the gaming fantasy of a propaganda victim. IST was written quite a long time ago - 1991 - but the mere fact that it was published at all is a big icky mark on Steve Jackson Games. If I tried to push that on my players they'd start off by laughing, and would then try their utmost to pervert the entire setting, and I'd be with them all the way. |
|
|