Image Source: Cypher System Rulebook page 272 (1st edition), (c) Monte Cook Games |
So, I really enjoy superhero RPGs as a palette cleanser, especially nowadays. Especially when I am kicking off a dark campaign shortly. I use Cypher System a lot of the time (most of the time) because it does a good job emulating the feel without also getting in the way rules wise.
One of the things I like is GM Intrusions (and Player Intrusions) can allow characters to do super stuff that may not be written down on their stats or sheets. I can use it to have a metal guy ring like a bell and stun nearby characters after being hit real hard, or to have a character who cannot fly use a fiery rocket blast to gain limited flight.
One thing that is darn near ever present in the superhero genre (regardless of the sub-genre tones you may use) is that people tend to go flying when hit knocking into objects, smashing walls, or just being tossed away from the melee scrum. Usually in Cypher games I would treat this as a GMI or PI depending on the character and situation, but that doesn't really work in a supers game where it should be happening a lot. And I do mean A LOT. Characters getting knocked and thrown around helps to make combat less static, it moves the action around, and makes players consider the environment more. I think sending a character flying will also help make some of the super strong characters feel stronger. It makes faster characters gain an advantage over slower ones (they can get back into combat faster), and it is exciting as a it gives the impression of the attack really impacting even if it doesn't do any extra damage in the process.
In other words, IT'S EXCITING.
Sadly, I realized this all to late for my most recent game. It was still fun and had some really memorable moments, but I think about the missed opportunities for sending heroes and villains alike hurtling through the air and I wish I hadn't been locked into a mindset that these kinds of reactions were GMIs/PIs.
Instead I should have played it as a feature of the game. A default that such hits would cause recoil and send characters smashing through walls, flying through the air, and skidding along the ground. In the future I will being making a more conscious effort to do this. Non-super strong characters shouldn't send others very far unless they are specifically trying (PI, special ability, or result of a Major or Minor Effect), maybe just one foot per level (or tier) which can largely be hand waived entirely unless geography dictates that it matters.
For the super strong however, each shift in strength will increase this from 1' to 5' to 10' to 20'. Similarly characters with Single Attack shifts should have their attacks hit so hard that they gain a similar increase. An NPC who is level 6 and have 2 shifts in strength could hit another character so hard they would fly 60 feet away! (10' for 2 shifts x level 6 = 60).
This seems an easy fix, and I would rule that a player could opt out of sending their opponent flying by holding back on Strength Shifts or by attacking in other ways. An overhead smash might instead drive their enemy through the street and into the subway or sewers, or simply drive them into the dirt like a nail. The goal in the end is to play up the over-the-top aspects of the supers genre so that not only does it feel like a comic book (or a Marvel movie), but so that it feels different from other games you may run with Cypher System.