Wild Talents is the epitome of "easy to learn, difficult to master". Based on the One Roll Engine, this game is all about creating superheroes (or Talents), their world, and of course their nemeses. It is fairly simple to create a character with the point system and guidance in the manual for how many points yield superheroes of a certain power level. A 250 point character is your average type of hero in most comics. A 1000 point character is basically a god. The manual presents several example heroes that you can customize. Also provided is a Miracle (i.e. superpower) Cafeteria that you can mix and match to create the hero of your choice.
Now the difficult to master part comes into play with the Extras and Flaws. Extras add a bit of something more to your power (more damage, range, something else beneficial) while Flaws restrict your power. Stacking these up allow you to create a hero who can lift a train engine with his mind, but only when wearing his underwear outside his pants (ok, that was a joke, but you could do that). It gets VERY complicated when trying to build powers from scratch or getting more bang for your buck. Adding flaws reduces the cost of your power, so stacking them gets crazy.
The game runs really fast and combat is very simple with all rolls being resolved at once. You can resolve your combat quickly and there usually isn't a need to resort to battle grids (not that there's anything wrong with that). Once your players get used to the wiggle dice, hard dice, and regular dice, your sessions will just fly by. Multiple actions? Just remove a die from your pool. Call a shot? Same thing. That's why the One Roll Engine rocks.
Now I'm going to gloss over a HUGE portion of the book. The remaining half of the book discusses the creation of worlds populated by superheroes with LOTS of mechanical help. Basically, think about the type of world you want to make and then go through the steps listed in the manual to home in on just how much heroes affect politics, how many shades of grey are there in your world's moral code, and many more. Then it talks about a standard campaign setting with a history from the 1940s to today. Then appendices give tips on running various flavors of games, how to be a better GM, etc.
Overall, this is a great book. It may take a bit of time to really learn the system well, but you can get started in an hour or so if you just want to jump in and play. The sheer amount of material presented in this book is impressive. Fun to run and fun to read. This book is well worth the money.
[4 of 5 Stars!]