It’s probably no surprise that the supers RPG I wrote is, most days, my favorite. “Why” is hopefully the more interesting question.
When we wrote Four Colors al Fresco back in 1999/2000, the supers RPG scene, even moreso than RPGs in general, was very different from today. With two minor† exceptions, all supers RPGs up to that point had the same fundamental structure, focusing on modeling superpowers with varying degrees of detail and complexity. Marvel Superheroes (and others) had extensive lists to try to cover every power imaginable. Champions (and others) instead provided a system to build your power, detail by detail*.
The Evil Mastermind has at his disposal:
1: A guy who can generate winds sufficiently powerful to smash his way into Tony Stark’s Vault of Dangerous Top Secret Things™.
2: A radiation source capable of melting a battleship in a matter of seconds, through a mile or so of water.
3: A cosmic space dragon.
4: A super-genius, who in turn controls:
5: “Titanium Man”, an unstoppable force of destruction.
So, what’s his clever plan to Conquer the World, BWAHAHAHAH!!! ? Continue reading
Just wanted to toss this up somewhere, so I can refer to it when it’s relevant. The main reason is to provide a little context on the origins of Four Colors al Fresco.
Supers RPGs That Existed in 1999
These are RPGs that were already in print—or, in a lot of cases, already out of print—when we were originally developing Four Colors al Fresco.