[net.games.frp] What is Superworld? -- Review

steven@qubix.UUCP (Steven Maurer) (08/18/83)

    Since that was my article, I had better explain...


    Superworld is a new RPG system, just being put out on the
    market right now.  I got my copy through the Chaosium, who
    publishes it, so I have a chance to review it here before
    anybody else does...

    Superworld II is a re-writing of Superworld I, which was one
    of the three systems sold under the name of Worlds of Wonder.
    While WoW never was too sucessful, when Champions came out,
    Steve Perrin got the idea that a re-writing might come out
    well.  This new game is what everyone (at the Chaosium, at least)
    is so excited about.

    Superworld starts out by rolling up characteristics in the
    Runequestian fashon;  2d6+6 is substrtuted for 3d6 for all
    Superheros.  From this initial roll, basic hero points are
    calculated (by summing all the rolls).  To add to the basic
    hero points, the character can take handicaps (sound familiar??).
    In addition, extra hero points may be gained by taking Power
    Disadvantages; you cannot get power disadvantages until you
    buy powers, however.

    Hero points can be used to add super-characteristics, super
    powers, super-power advantages, and add to skill percentages.
    The major difference between these and Champions, are their
    quantity.  Superworld has about 1.5 times as many Powers, 3
    times as many skills, 1.5 times as many Power Advantages, and
    1.5 times as many Power Disadvantages.  In addition, many of
    the powers have an expanded capability to handle situations
    that Champions does not (example: Dazzle is like "Flash" in
    champions, but is not limited to light only; it is possible
    to "Blind" a Daredevil-clone by Dazzling his Radar sense).


    Unfortunately, there are also problems with Superworld. Perhaps
    this is just my jaded opinion, but I feel the quality of the
    writing is not up to standard.  Nowhere in the book is there
    an explanation of Recharge (like Champions Recovery), you just
    have to divine how it works from the sample character sheet.
    There are a number of flaws in the rules.  Some powers are way
    too expensive (Fortune costs 1HeroP - per 1%, while SuperPow
    costs 3HeroP, and raises your Luck roll by 5%).  Some powers
    are way too cheap, (buying SuperDex actually gives your character
    HeroP, if you buy Clumsiness back to the original roll).


    In short, though I don't have time to go long into a discussion
    of the game, this review is mixed.  Superworld is good, and quite
    potentially better.  It needs a bit of beta-testing though (that
    means you complain).  Also, while there certainly is a lot more
    breadth to the powers, the basic system is no more easy to run
    than Champions.  In a situation where a newcomer is trying to buy
    into an established systems market, there is a need for the new
    system to be MUCH better than the established one like Runequest
    vs D+D.  Because of this lack, I cannot reccomend that you drop
    your Champions campaign and take up Superworld.  If you want to
    buy the system, just to see the new powers, I think it would be
    a good buy.


    Steven (Gemini) Maurer