WHAT WORKS: As noted, I largely prefer the Super Powers system to the Power Point System. The campaign is one of my favorite pre-written campaigns, even if it is very "directed" (by Dr. Destruction, of course), because basically everything has to be done by the PCs. The campaign has a couple of nice twists, one being the origin of the V'Sori and the other being Dr. Destruction's true plan. I am truly disappointed we never reached that point, because my players were WAY off base.
WHAT DOESN'T WORK: My only real gripe is that while I prefer the powers system in this book, it just never felt as flexible to me or my players as the Powers system in other supers games. If you have the Super Powers Companion, I did provide a solution to this on my blog. Some of the powers, namely Decay, come across WAY too weak to actually be worth buying, in our experience.
CONCLUSION: One of my favorite Savage Worlds releases, due in no small part because of the sheer amount of fun we had with the campaign. The PCs experienced rousing success, crushing defeat and even heartache, a range of experiences that I have been told are impossible with both Savage Worlds and supers RPGs...and yet, here we are. If you already own the Super Powers Companion, and you don't want to make your own campaign, I am very fond of the provided campaign. If villains vs aliens doesn't sound very good, then you might just consider getting the Super Powers Companion instead.
For my full review, please visit: http://mostunreadblog-
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