Superhero RPGs and XP Systems
I ran session 108 of my ongoing Superhero campaign last night. That’s rather a lot, for a campaign that started while the players were in their thirties, and I finally did something I probably should have done in session one: throw out the XP system. I’ve always hesitated to do this because XP is one of those fundamental bedrocks of RPG systems going back to Dungeons and Dragons. The theory is simple: you go out, you do things, and you get better because of it. Pretty much every Superhero RPG system I’ve come across will have some method of doing exactly that, allowing characters to inch their way forward in incremental steps, or save up the points to make big, wholesale changes and additions to their power. And because most superhero systems view character creation as a range of options built up of points – an energy blast that will cut through a tank will cost you this much, while one that