Ever have one of those game sessions that completely changes how you see a game? Well, I had one recently, with the Champions/Hero System. Now, in hindsight, this could have happened just as easily with GURPS. But GURPS feels like it comes with built-in genre-toolkit limitations and toggles, since the system has generous toolkit support, plenty of books that toggle certain things on or off, and cinematic combat rules.
Champions has suggestions, but no rules enforcing tone or realism. We get this in the Hero System 6th Edition rules:
"Some modern comic books, which attempt to portray the “actual” effects of superpowers (i.e., people being mutilated, killed and warped by superpowered attacks), show this sort of high level of “realism.” Dark Champions campaigns often thrive on it. This approach may appeal to GMs and players who like to emphasize the tactical elements of game combat, or who enjoy stories dealing with the ramifications of their characters’ actions." - Hero System 6th Edition, Volume 2, page 269.
There is an assumption of four-color heroism; the art all seems to fall in line with the theme, and everything feels like it is a "bam pow!" level of Batman TV show violence with superheroes swinging punches and using powers, guards and thugs getting "knocked over", and the violence level generally fitting with the art and feeling of the game.
And the above paragraph explicitly allows unhinged superhero games in the "Dark Champions" genre. There are suggestions for lighthearted and romantic games "because the campaign allows for it," but nowhere in the rules are limits like "this or that must happen because of the tone" present. Where GURPS has toggles and cinematic combat rules, Hero System is more old-school and leaves everything 100% up to the GM.
You can probably see where this is going.
But I will take a couple of side roads before we get there. D&D 5.5E, the game that never lets you die, puts death behind an "are you sure?" dialog box. Instant death is "a single blow with leftover damage equaling negative max hit points" - and not this; it says "single blow," so this is NOT cumulative. A character with 60 hit points only dies at zero hit points with a single 60-hit-point single-blow hit, though any hit is a death-save failure (crits are two failures).
In my unhinged Champions game, enemy thugs were getting sliced in half by my anti-hero group, and limbs were flying. Fire blasts were incinerating bodies, coring out torsos, and melting skin. Arrows were going through eyes. Mental attacks were scrambling brains. Constriction attacks were maintained until limbs were severed. The bodies were everywhere, and the blood fell like rain. It was just "math damage"; there were no death saves, and only outside first aid or healing could stabilize them. No rules stopped us; the damage was done, and we interpreted the overkill results.
It is just math, and the math does not care.
Granted, yes, GURPS can get clinical like this. But GURPS feels like it has guardrails and controls on tone and violence. I can say, "That does not happen here," and it won't; the world isn't like that, and those things just don't happen. If you are using GURPS to simulate a GI JOE cartoon, the world works like it works: enemies always parachute out of shot-down planes, and nobody gets hit by a laser.
In Champions, all that happens is due to GM Fiat and group agreement, and there are no rules to control tone. It is very close to GURPS, but GURPS will give you tools where Champions leaves it 100% up to you. Both are very deadly games (GURPS, I feel, being more so), but Champions has soft guardrails based on agreement, where GURPS has toggles, rules, and tools.
In fact, that paragraph in the Hero System rules opens the doors to the unhinged style of play, and it is officially supported and recognized in the rules. This doesn't just open up realistic superpower damage versus normal targets; by extension, it opens up all sorts of unhinged styles of play, including permanent character changes. If "Doctor Mutagen" uses his mutonic ray on a hero, then that is that; that character could be changed permanently. You see this in DCC, and the door to this is open in Hero System.
There are times in D&D and other modern games where I feel I am not allowed to make a ruling that permanently changes a character without player approval. Cozy has been codified into the rules.
It is funny how modern games put safety padding around damage and death, and even death in Daggerheart will automatically grant you a cinematic "death scene" like you were in a stage play and expecting applause for your masterful thespian performance. D&D 5.5E gives you so many outs that, by the time you roll that final death save, the DM will just wave it off and have something save you at the last moment because of all the drama that has built up to that fateful moment. D&D has decreed what resting does and how it heals everything. Draw Steel (great game) tries to shape heroism and model it with rules, and the world is shaped directly by the rules.
Even the concepts of "hit points" and Palladium's SDC shape the experience with artificial health concepts. Even Hero System has "stun," but even that has a lethal-damage component.
Modern game designers seem obsessed with controlling reality and experience, even more so than older games.
Good or bad? Well, if you assume every game is about equal and handles reality the same way, you are in for a rude awakening. GURPS, Hero System, and Aftermath are probably some of my top-five simulation games, and once you've played something purely simulation, you begin to realize how game designers purposefully warp reality to shape experience.
Not good or bad, but it is a choice, and one to be aware of.
This is also something you may have a preference for.
Modern games are overly concerned with shaping heroism, tone, what can happen, resting, pacing, flow, injury, and death. They include "X card" rules that give players veto power over the game and the referee's rulings. These games have so many rules shaping tone and realism that they feel like they live in alternate universes. There is an artificiality to these games where things seem synthetic and unreal; things don't normally happen like this, but in these games, they work a certain way.
These games aren't math; they are an "experience." The experience works a specific way.
You get into a synthetic, artificial-food metaphor here, where you ask yourself, "Am I a hero, or is the game forcing me to be one?" Is this longsword lethal because of the math and rules, or are the rules getting in the way? Is there designer interference in reality? Should a long rest completely heal a shotgun blast to the face, and does a 10-minute break heal getting shot by a handgun?
When do game rules inject a false reality into the experience, and do we even notice, or do we assume that's how things normally work?
My unhinged Champions game, where my anti-heroes were unhinged and slicing through a team of enemy guards and soldiers, woke me up. How much do I like rules artificially shaping the experience? When do "reality control rules" interfere and override my GM rulings?
It is a question that never came into sharp focus until last night.
























