I'm running M&M soon, actually. I've tried other superhero systems (including GURPS) and I think I've gained an appreciation for the fact M&M has some sort of balance with it's hard caps on defences, skills and attacks/damage.
No other genre can cause player fear of a villain called Yoyo Man.
The use of hero points is what balances out M&M, Just like Savage worlds It's a system that really lies on its meta economy in order to push forward its narrative. Which is fine but it does take some mental gear shifting for those not used to it. 👍 I still find it useful.
I've become more "mercenary" these days about what systems I use. They're all just tool boxes to me now. I do have my favorites that's mostly because I have invested into them and I've got a better skill set. Pathfinder second edition and the upcoming Starfinder second edition for example.
I tend to read a rulebook and if I like it play it. It has sometimes worked (GURPS, M&M, Pathfinder) and sometimes hasn't (Cyberpunk, GURPS again lol, and some old school DnD likes).
At the end of the day whatever makes for cool, silly games. It's why I like stuff with creative options for players.
Ain't that the truth. I have picked up so many books because they just give me inspiration. There's a few systems I really would have try though. Fabula Ultima, TORG Eternity (since I played the original), etc. XD One of these days I'll do Savage Rifts.
Savage Worlds and its offshoots come highly recommended, with the understanding that it is the swingiest of swingy systems. I used to call it GURPS Lite Lite. It does Fantasy, Sci-fi and even Supers pretty decently, but lacks those in depth rules GURPS does for really specific genres.
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No other genre can cause player fear of a villain called Yoyo Man.
At the end of the day whatever makes for cool, silly games. It's why I like stuff with creative options for players.