So, I'm making this a new thread as the most recent one I could find is well over a year old, and necro-thread-mancy is generally looked down on.
Looking through the preview chapters, I noticed one thing that I know my group is going to pick up on and will likely cause the system to be relegated to the 'on occasion when other games need a break' slot: Progression 'options'.
Now, I'm aware that, in the grand scheme of comics, heroes don't really 'grow' in power or abilities, but I know that most of the people in my Real Life gaming group are really into seeing tangible growth, be it numbers going up, or more skills listed on the sheet, or what have you. I, what seems to be unfortunately for SCRPG, fall into this sort of group. It's why, as much as I want to love FATE/Fudge, I find similar systems are good for short term (1-4 session, max) campaigns and little else.
I guess my question is, how would one show a character growing in ways that just don't seem to be represented in this system? What if my friend makes a non-magical ninja, who after a collection or two, decides to continue being a ninja, but pick up some ice magic on the side? What if I'm playing a mage who is slowly getting into magic based technology? What if someone wants to play a skill monkey-type character, picking up (and not putting down) skills collection after collection? Changing Details doesn't seem to really cover this sort of aspect, and Major Rewrite is obviously far too much. I know some would say 'but there's between issue bonuses for this' and sure, that's nice in the short term, but I'm looking at the long term. I'm looking at the 30+ issues, I'm looking at 10 collections. I'm looking at a game that does well for 2 collections, but most groups that aren't either FAR more heavily narrative on the narrative/mechanics scale are likely to drop off for other games after that.
I know some might suggest 'well if the character grows dull, major rewrite/make a new character' which....really isn't an option, at least for me. I like grand, 100+ session epics. I like seeing the erasure marks, of seeing the barely organized list of skills and abilities collected as a player realizes what might be needed that isn't covered by someone else in the group. This game just doesn't seem to have that. Sure, we might get some use out of changing details, or if we go long enough and someone gets horribly maimed, a major rewrite, but I doubt this will be the long term, multi-month system my local friends and I prefer.
If anyone can help sort me out, maybe not correct me so much as point out where I might be missing some details, I'd love to discuss this, because, like Fate, I really want to love this system, because I really love Sentinels, but I have this horrible feeling that my group will like the system, we'll finish the starter kit, and then likely agree that another system will be our goto for supers and future Sentinels Storytelling in our part of the woods.