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New thing! An RPG inspired by the episodic anime I've been watching with my kids lately.

Played Superhuman yesterday and generally it went well and had a great game. However a few issues did come up.

When Superhero on Superhero violence comes up and we're going to the cliffhanger I wasn't sure whether we abandon the question or not. In some cases the outcome of the cliffhanger would have answered the question if it was resolved.

The rules suggest that using powers, even if against other PCs just happens. The example in question was Mind Control, which is always a controversial RPG one.

Is the extra scene framed immediately or just before the character is needed back in the action?

The superhero on superhero violence rule meant that the tempo of our final scene was odd as instead of driving to the moment of resolution (the inter-team conflict made manifest) we kept shying away from. I felt it would be worth having a final showdown scene rule which tried to get all the characters to cliffhangers before moving to epilogues.

On character creation having to come up with a Super name first threw people and while it worked out in the end it stalled the beginning of the game too much for my tastes. Picking an initial power might be easier as the first step.

Inner voices and inner voice goals were also pretty hard, inner voices were easy to frame but people saw them as a contrast to the main personality and in one case ended up almost being a triad of mortal identity, super identity and inner voice.

Seeing the goals as a dark inversion of the super's goal seemed really hard for people and half our goals were actually alternate visions at odds with the super's goal.

In addition if a character has an extreme or dark drive to start with having a light inversion didn't really work so I would definitely say in future that the super goal should be heroic or admirable because the story comes more easily that way in terms of temptation and inner voice scenes (which don't work at all if the inner voice goal is lighter than the super's goal (you wake up having forgiven your enemies and worked humbly in a soup kitchen, what have you done!)).

I think it would also be easier to make players choose from a fixed list as per Burdens because then you're going to be more genre-appropriate.

Great game though, nice for one-shots. Played with four but as with Vast and Starlit probably better with five.

Hi there!

At first: I really love the Game and the general Approach of it. Really great work.

Now: I'm not a native English speaker, and there's a part in the Rules I don't understand, so I thought I'd ask around here.

I don't really understand the "Framing Scenes" Part.
I try to describe what I understood and someone might correct me, where I am wrong.

* The "Framing Scenes" Part of the Game is the actual Story-Telling part.
* It consits of these Steps:

1. Every Player has his or hers Turn clockwise.
2. When it's my turn, someone asks me a (one of the given) Question about my character.
3. I don't answer the question directly, but instead I "frame a scene" which means I (for example) describe the place of the scene, the time, the characters which take part, athmoshphere and so on until I finally get to answer the given question within this scene.
4. Next players turn, but from now on the Question doesn't have to be from the list.

If I am right with this, I wonder about those things:
a) The Question to be asked can come from any other player, right? It's the first question someone comes up with, right?
b) When the Question is answered, the Scene ends, abruptly, correct?

New Version

After getting some playtest reports I've made some possibly significant changes. The new version is up at

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The needlessly complex winner of the 2011 Solitaire Challenge! (, Only partly typeset! Way to sell it Jamie!
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