We just officially announced the Sentinel Comics RPG that we're demoing this year and releasing next here. Here's the post about it.
I'll be holding "office hours" here for the next hour. I know, I know. Only an hour? How can it be considered "office hours" if it's just ONE hour? Well, look. It's my office, and I get to make the rules. So there.
Is this set during the timeline of Sentinels of the Multiverse game , Sentinel Tactics, or it's own timeline? What dice system will it use? Can you play as villains instead of heroes?
Is this set during the timeline of Sentinels of the Multiverse game , Sentinel Tactics, or both?
It's set near the "end" of the Sentinels of the Multiverse card game timeline, though you can certainly play stories from whenever, or even make up your own story!
What dice system will it use?
A new one that you've never heard of because it's brand new! It's also very cool.
Can you play as villains instead of heroes?
The game is built to play as a team of heroes, with the GM controlling villains, minions, the world, etc. However, you could totally make a campaign of villains and play out a "For Profit" style storyline. The power is yours!
So many questions. How are powers chosen/balanced between characters? What other system is it closest to? How does luck and unlucky work? How does super speed work? How hard is it to get time travel powers?
Do you used pre created villains and stories or will it have the ability to create custom villains? Also will it feature all of the characters of the SOTM world or just a select few?
Will all the rules be put into one book or will there be separate ones for players and GMs? Will this book provide more details on the storylines within Sentinel Comics?
How are powers chosen/balanced between characters? What other system is it closest to? How does luck and unlucky work? How does super speed work? How hard is it to get time travel powers?
Those ARE a lot of questions! The character generation is based on the stories of the characters, and the balance comes from the story and the GM. The system is very flexible and allows for great storytelling both on the part of the GM and the players. From what I've seen, I'd say it's closest to Apocalypse World, but still very different from that. And that's just my impressions: Cam, Dave, and Phillipe might feel very differently! As for luck, it is a dice-based game, so there is that. And powers are all specific to characters. Can't go too far into that without just laying out the entire system.
Do you used pre created villains and stories or will it have the ability to create custom villains? Also will it feature all of the characters of the SOTM world or just a select few?
You can totally create your own villains, environments, and stories! The game will feature a TON of characters, but perhaps not every single one. But still a lot, and all the tools necessary to make even more.
1) Any chance of getting some new playtesters on board for this? I'm not a card game playtester, but my regular RPG is comprised of all SotM fans and we've done playtesting for other RPGs.
2) Are you thinking that the release will be a master rule/world book with specific stories being like modules for future release?
3) Will the game have full write-ups on all of the SotM characters? (More backstory = <3!)
Will this be primarely one-shot focused, or is there support for longer campaigns/character advancement?
Both! You can certainly just do single stories with it, but the character advancement system in the game is REALLY cool and fits Sentinel Comics perfectly. You'll see!
Is the system largerly combat focused, or is there narrative/roleplay gameplay elements as well?
I'd say it's equally combat and roleplay focused.
Will there be campaigns/adventures written for it?
Yes.
Will all the rules be put into one book or will there be separate ones for players and GMs? Will this book provide more details on the storylines within Sentinel Comics?
One big book with lots of Sentinel Comics stories inside! Though we do have plans for supplemental books as well.