With regards to the discussion of luck it is possible for a player
character to have ranks in a luck like ability in their Plot pool.
During play testing a chase came to an end when a hero used her luck
ability to cause a truck to pull out in front of the getaway car.
When trying to resolve tasks I didn't really want luck to be a
factor. Instead the heroes have to judge the situation, the more
effort they put in (in this case chips) the higher their chance of
success.
In combat luck only means your opponent has a higher card but you can
still bluff them or play defensively, making sure they lose chips
even if they win that conflict.
I think that character creation can be very quick using this system.
Think of a concept, divide up your points into the three pools,
divide into ranks, allocate supporting cast, an absolutes and a flaw
(which helps you think more about your character) and take any
advantages or disadvantages you want During play testing it took
from about 10 to 20 minutes.
For the gamesmaster designing a game can be very quick as they don't
even need to have a supporting cast, absolute or flaws. Goons don't
need stats and you can run a scene either as a task or a villain
itself (during play testing I had a scene with an attack helicopter
and ran it exactly the same as a villain).
The game also has a variety of unusual mechanics which I hope people
will find appropriate to the genre such as making statements or
gaining points for making revelations or 'issues'.
What did people think of the GM advice? I've tried to make it helpful
to everyone, dealing with the variety of situations that can come up
during a superhero campaign. I think the Summit and Previews are
unsual ideas but can be very effective to getting everyone involved
in plotting a campaign.