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