Powers for Good Design Diary #1

As I wrangle the text of Powers For Good into a first draft, I want to take a minute to lay out the primary goals of my design:

Simplicity

Endless lists of powers and complex rules aren’t needed. Action is simple and compelling.

Flexibility

The idea of power ‘stunts,’ that the system needs to grant permission for the kind of crazy stuff that happens in every issue, is gone. Powers are limited only by creativity.

Focus

This is a game about one type of superhero story. This is not  game about superhero melodrama (Smallville’s got that covered) or grim-and-gritty, it’s world-saving good guy heroes. Modern myth, maybe.

Structure

Player roles are typically highly structured, but GM roles less frequently are. The PFG GM will have simple concrete rules just like the players to help generate threats and action, just like Mouse Guard, Blowback, and Apocalypse World.

Integration

Powers For Good is a game, not a physical object. Sure, there will be a physical book, and I hope it’ll look great, but I also want to toy around with the book-as-app model. If possible, I’d even like to drive PFG to a level of online support similar to D&D 4E.

By next week I should have my ideas trimmed enough to start looking at how to make those things happen. I’ve already messed with the system some, maybe this weekend I’ll even get a quick playtest in with other people.

51 weeks or less to go.