Jan 4, 2016, 2:16 PM

@DnvnQuinn said:

@Coin said:

@DnvnQuinn said:

What makes the genre of superhero easier to do or more freeform? I don't understand, the genre of something rarely has anything to do with those things. I say a science fiction game with vampires set on a moon colony is just as much work as a game that involves people with varied and unique powers set in new york.

The commonplace conventions of a superhero/comic book MU are such that it is pretty easy to set up while still catering to most of the regular players's expectations.

Usually, they are freeform, trait-based consent games. You don't really need a die roller that connects to a sheet; there are no corebooks or immense amounts of house rules to figure out.

You essentially just need: a MU, a sheet, a grid, and an approval process. That's it. It's so much easier than, say, a WoD MU. Not easy, mind you, because I hesitate to call anything I can't do myself easy, but it's definitely easier--or at least, simpler and with less requirements.

Ok and what is more involved in a non-wod vampire game set on the moon other than a Mu, A sheet, a grid and a approval process?

You're missing the point, which is at the very beginning of my post: conventional player expectations. People who play superhero MUs expect what I depicted above; people who play "non-wod vampire game set on the moon" don't exist because those games aren't around and thus there would be no expectations.

As such, I suppose the difference is in attracting players, since with the former you have a large player base who know what to expect, and with the latter you... don't.