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