Warning: Massive post incoming. Apologies. :)
Having read the Starter Kit and all of this long thread, my thoughts:
MindWanderer: Your criticisms are valid. There is much that must be extrapolated if you come from the crunchier RPG systems where everything is accounted for via a rule. D&D is rife with rules, and every rule must be followed or players cry foul because that's not what the rules say, and the rules are binding! I know this from my years running 3.Xe through the RPGA back in the day, where min/maxxers and power gamers ruled the roost, and every splatbook was considered fair game. Those adventures were railroad one-track plots, where the slightest deviation from the narrative would result in disaster for the group, and the amount of wiggle room for player ingenuity was very narrow indeed. Follow the adventure plot from point A to B to C all the way through, and players were lead by the nose by the adventure being blatant in spelling out every little plot thread with great big bold signs that lit up like Christmas trees.
Great Hera, did I hate those days.
For every one truly creative player or gamemaster I encountered back then, there were easily 25 to 30 power gaming munchkins who would rather let the dice and stats do all the talking, and adventure design revolved entirely around the formulaic crunch and rules because that's what players expected to interact with. The catch phrase of "roll-players instead of role-players" applied heavily here.
I think a lot of the current RPG game experience is overshadowed by this great beast called D&D, and that any system that doesn't use rules crunch so extensively is treated as bad design instinctually instead of just another play experience.
I gave up on D&D and went in search for something better suited for telling stories. Found Savage Worlds Deluxe (a current favorite with my group and a great compromise between crunch and narrative playstyle), Fiasco (yes, there is dice rolling, but the actual game is entirely narrative driven and immensely satisfying when played with players who like telling group stories), Call of Cthulhu (The system reads a lot heavier than it plays, in that the math/crunch is all mainly handled by the players and the gamemaster is largely free to facillitate a great story), Dread (extremely unique system that is so light on crunch, yet the crunch really ratchets up the tension as the story progresses, which is super awesome if you like telling scary horror stories), Lamentations of the Flame Princess (old school fantasy plus heavy metal Twilght Zone using NSFW adult situations and themes, as well as serious weird fiction? Yes, please! Some crunch but only when really needed, since most of the material is just so out there and different from everything else on the market) and now the Sentinel Comics RPG, which I think achieves the goal of giving the players all the crunch they need to support what they want to do by forcing them to first describe what they want to do and then apply the crunch to determine how to make it happen in game mechanics.
As an experienced gamemaster, my entire goal over the years has been to find a system that allows for fun, compelling stories that involve thrilling action on the behalf of the players, with very little prep time required of me to make that story come to life. Twenty to thirty pages explaining how the mechanics work is about all I have the time and patience to read these days when it comes to a new system. If I can't explain that system to new players in 15 minutes or less, along with giving them a great theme to hook them into wanting to play the system, then that system gets shelved pretty quick. The Sentinels RPG has a great continuity from which to draw ideas, the rules are super easy to explain, and the adventures are set up to allow the gamemaster to do the same thing as the players, i.e. describe what they want to add, then use the rules crunch to make it happen in game mechanics.
Are there details that seem to be omitted? Coming from that heavy D&D crunch grognard background, the old RPGA judge/gamemaster in me is screaming right alongside MindWanderer. Who let this go to print? This is a big pile of threads and no actual details! Why give stats for something you aren't supposed to fight? The only reason for stats to be put in the adventure is for the gamemaster to run a combat encounter with them! It's so broken! Players can't possibly win! Arrghh! Gripes! Fist waving in GTG's general direction! Don't they know what they're supposed to be doing?!? Terrible design! Grrr!
But! But, that is the old way of doing things and this system seems to want to break different ground with a unique system that encourages a different way of playing. One where the players and the gamemaster are encouraged to be more creative, let go of the D&D rules safety blanket, and trust that they can create a super awesome comic book story without needing all that crunch. And no slight towards Champion, but a roleplaying game where you are a comic book superhero needs the system to be light enough to fly in order to be able to tell those super awesome comic book stories. The card game already has all the crunch for people looking for crunch. That system already exists, where you get to be a Sentinel Comics superhero and use crunchy rules to beat up the bad guy.
This RPG is a different experience than that, because eventually you will be able to create your own Sentinel Comics superhero and tell your own stories. That is something that is very difficult to do in the card game. You can do it, but that's a lot of time spent designing a deck of cards that will work within that crunchy playset.
I can understand someone coming in expecting everything to be crunchy details and guide you by the nose, but it honestly looks like Christopher and Co are trying to create something new and different from what has come before. Finding the right balance of which details are important to include in a roleplaying adventure and which are not so important appears to be a learning process right now. More than likely they will be learning a great deal from us here on the forums, and they will take MindWanderer's concerns into consideration moving forward. I don't expect they will completely rewrite the Starter Kit, but then we're talking about a company that completely overhauled the launch product that started all this back in 2011. So maybe they'll revisit it in the future? PDFs are super easy to revise and release to a customer base, given that a proper structure is put in place to allow redownloading of purchased digital content.
Anyway, I'm digressing a bit...
The adventures included in the Starter Kit are... fairly loose in presentation. Is this a bad thing? For me, as an experienced gamemaster looking for a narrative based system that isn't all about rules and crunch dictating what players can and cannot do, I don't think it is. The adventures are meant to give gamemasters new to this system something to go on, teaching how a gamemaster for Sentinel Comics RPG can run a game session. In that regard, I think they're adequate in achieving that goal. There is an inherent flaw to every published adventure out there no matter what RPG system, in that they are written with a certain playgroup in mind, and this means that every adventure by its nature and design has to be tailored and adjusted to fit your specific playgroup. I feel these adventures were written with all six of the characters intended to be used, even if one or two players has to double up to get them all in, but at the same time the very system--the crunch itself--is set up to accomodate a fluctuation in numbers, which in turn means the adventures are probably the closest to being useable straight out of the kit no matter who is playing. That's exciting to think about from a design perspective.
The missing details and the impossible stats included seem more like a tease of what's to come for a gamemaster when the full core rulebook comes out. After all, this is a product meant to get you interested in learning more about the system and what potential it has for your gaming group. Is Proletariat completely unbeatable? Maybe. But the story being told by the adventure says the point isn't to "beat" Proletariat. It's to save him. And isn't that really what being a superhero means at the very core of the idea?
Haka is meant to be impossible to beat in a fight, and at a table with six players it is hoped that someone will get the idea that fighting her isn't a good idea. But what if they don't? What if they decide this person needs to be slapped down? Well, the gamemaster has a few options. Go ahead and narrate the fight, let the players roll dice and then describe how Haka easily tosses the heroes around like rag dolls while gunning for Tempest. What's the end result here, from a story perspective? Forget rules and stats because that's not what's important to the story here. What's important is that the heroes figure out how to save Tempest before Haka beats the snot outta him, which is what happens when that scene tracker counts down to zero. I would expect a few rounds of the gamemaster not rolling anything and describing the incredible ease with which they are losing the fight to this woman who vaguely reminds them of their missing friend would be enough for the players to say, okay, this isn't working, brute force clearly isn't the right choice, time to try something else. Even going so far as to have Tempest avoiding Haka's attacks early on and trying to talk her down or explain how he doesn't know her at all might get the idea across to the heroes that this is a case of mistaken identity. Sure, the adventure doesn't spell it out and it doesn't give stats for Haka, or for Fanatic who is pretty much doing the same thing, but in examining the base crunch of the system, if it did so, then it would be robbing the gamemaster of having any impact on the story being told. And the gamemaster is just as important to the storytelling equation as the players. They should have fun too. So my take on these missing details is not one of bad design but of supporting the core design of the game, that being that everyone is trying to tell a super awesome comic book hero story. The gamemaster gets to play too, but not like in other roleplaying games where they are the keeper of the stats and crunch. Here, they can bring their own creativity to the session without it all being dictated to them by the designers.
Should there be stats for Haka and Fanatic and Tempest and all the other heroes the players encounter? Maybe, maybe not. I see it as a deliberate choice by the designers to not include them, because ultimately the session isn't about their stats. It's about the players being superheroes, and superheroes need someone to save and someone to beat up, and they need to figure out when one or the other applies in a given situation. When the heroes first encounter Proletariat by the hundreds, they're completely mindless and present no real threat. It's only when the players actually explore the plant and find out that Fanatic is the real problem here that anything can start to be resolved. When/If Proletariat recovers, he's too exhausted to fight anyone, doesn't really want to stick around, and leaves pretty much after telling the heroes he saw Baron Blade arrive at the plant. The heroes really have no reason to want to attack him when he is grateful for them rescuing him in the first place.
Fanatic is a friend to the heroes, and it should be clear to them that something is wrong with her emotionally. But let's say the heroes go into attack mode and decide they need to fight her. Well, the gamemaster could just waste a few rounds not rolling dice and having Fanatic give warnings to not get involved, like it says in the adventure. But this is another chance for the gamemaster to interact and play with the players instead of just reading stats and rolling dice. What's the ultimate story outcome here if the heroes do nothing but fight Fanatic? The plant explodes. Proletariat pops back into one body, everyone is knocked unconscious, Fanatic flies away, and the heroes don't look so good going into the next adventure. Surely the heroes will come up with a different strategy before that happens, yes?
So, now that I've written that whole novel that no one will want to read, here's where I feel the Starter Kit fails:
First, the PDFs aren't bookmarked. Being able to click page numbers in the Table of Contents to navigate the document makes for a better digital resource. Or maybe they are and I don't have the feature turned on. I don't know. But it's a super handy feature in other digital gaming resource files, so it'd be nice if that were added to future products.
Second, I played the demo at Gen Con, which consisted of the first adventure, and it was run by Philippe-Antoine Ménard, which is probably about as high up on the design chain as one can get short of having Christopher running the game. There is a key element that Phillippe-Antoine used during that demo that isn't discussed at all in the Starter Kit, and seems to me to be absolutely crucial for the players to understand what exactly they are supposed to do in a given scene.
That element is index cards. Let me explain.
Phillippe-Antoine started the game by describing the devastation in Megalopolis, then asked each of us what we wanted to do to help with the recovery efforts, specifically asking where we were in the city, and encouraging partnerships when it made sense. He would then write down the name of that location on an index card and put it out in front of us on the table. Then when the spider bots attacked, he wrote "Objective: Defeat the Spider Bots" with a check mark box next to it on another index card, and wrote "d6" for each spider bot on each location index card (3 per player). All of this told us players exactly what we needed to do, how many bots there were, and where they were located. Commence battle, where Phillipe-Antoine crossed out a "d6" every time a spider bot in that location was destroyed. Once all the spider bots were destroyed, he checked the box on the Defeat the Spider Bots card. High fives all around.
Next, Unity examined the bots and found the mixture of code. She also got high enough to merit knowing they all worked together via a particular wavelength frequency that was controlling them via a hive mind setup. Interesting information...
Players get the distress call at Akash'Flora from Argent Adept. Off the heroes zoom! Phillipe-Antoine begins laying out more index cards: "Objective: Defeat the Spider Mothership" with its "d10" marked, and telling us how it's laying eggs at a rapid rate, which are turning into harvesters that crawl onto the tree; "Objective: Find the Signal Source" with no boxes, representing the information we learned about the bots and how they are all being controlled from somewhere; "Objective: Stop the Harvesters" with no boxes, and telling us about the vast horde of bots crawling all over the tree and how there are far too many for us to pick off individually; "Objective: Rescue the Human Shields" with the -2 penalty written out, and telling us that they are being used to protect the harvesters, drawing two boxes representing the effort required to rescue some and then all of the civilians; "Objective: Defeat the Armored Spider Bot Snipers" with their "d6" numbers, and telling us how they've found strategic places to web up and offer superior tactical fire on those trying to interfere with the harvesters; "Objective: Defeat the Roaming Spider Bots" with their "d6" numbers, telling us about how there are some wandering bots acting like soldiers; and finally, "Objective: Rescue Argent Adept" adding a check box and writing "Find Argent Adept" next to it, while saying we heroes know Argent Adept is in trouble but have no idea where he is within the chaos that is happening.
As those index cards kept coming out, the enormity of the problem in front of us heroes became clear. Staring at that table top littered with all those objectives made the scene seem overwhelming. Yet one by one, we each took on a challenge and began earning checkmarks on those objectives. Unity managed to hack a spider bot, locate the transmitter on the Mothership, and even had the spider bot transform into a blinking "weak spot" identifying exactly where we needed to hit the Mothership to knock out all the spider bots in one go. As we uncovered new information in the scene, Phillipe-Antoine added check boxes, such as once Argent Adept was found and checked off, a new box was added with "Save him without further injuries" next to it. When that happened, he added the optional check box, "Stabilize him", which added to the tension of the scene as we realized we weren't sure when an objective would be entirely complete.
The index cards served a vital play experience purpose in focusing the attention of the players on what their objectives were, using language that gave a subtle clue as to what strategy would work best. In this aspect, the Starter Kit fails the new gamemaster as well as the experienced one, as I feel this element to be absolutely necessary to the play experience. It communicates a massive amount of information in a very organized fashion, and facilitates the gameplay by giving the players just enough guidance for such an open narrative system.
Just adding an index card that says "Objective: Get past the Proletariats!" or "Objective: Find Fanatic" and slowly revealing the new check boxes one by one as in saving Argent Adept above, is enough to get players into the swing of what they actually need to do. It was this element of the demo that most reminded me of the card game since it so clearly showed what was going on in the story.
Without explaining this index card element, the Starter Kit fumbles in telling a more crunchy or punchy based game group what they need to do or how to keep track of what's going on. The game can be played without this index card element and the solutions could be happened upon more narratively, but I wouldn't recommend it starting out unless you have a group that can handle that much freedom. For a first time experience of the system, with the Starter Kit as the only exposure to the game, then not having this index card element makes the game more challenging to run and play overall, and can lead to a lot of the frustration as expressed by MindWanderer as regards "What if my group just wants to fight everything?" With the index card element there with a check box that says, "Talk down Fanatic from her murderous rage" or something similar, the group will start understanding that punching everything isn't the only answer, and that in turn can help inform your choice of words when filling out the index cards in future encounters. You could use "Talk down" or just use exactly what's listed in the adventure--"Get Fanatic to stop fighting long enough to actually listen to you".
When I start to look at the adventures with the index card element in mind, everything falls into place for me. I get what the creators are trying to accomplish and why the adventures are written the way they are. That this element is not discussed or shown in the Gameplay Guide nor in any of the adventures is puzzling to me as it feels so integral to the experience and how to actually run the adventures. It could be one of those "little details" that is so insidious in the design and playtest phase that it was hiding in plain sight so to speak, and it was just taken for granted that it would be understood without needing to explain it. Or maybe that's how they found to best run the game and figured it was just a gamemaster trick to help run it and did not actually consider it a part of the system. I can't really imagine playing the Starter Kit without it, nor could I imagine a gamemaster designing their own scenes without using it.
So yeah. Index cards. Use 'em. The entire kit cleans up a bunch when you do. :)