Played issues 1 and 2 of the starter set today. Had a lot of troubles with it, hoping anyone could provide some advice.
1) Powers/Qualities - sometimes it seems very hard to match up qualities/powers with defined abilities. For example, Legacy's Galvanize just doesn't seem to readily match up with any of his powers.
2) Twists - really not sure what principle based twists are supposed to look like in play. Should they have immediate definable effects or be mostly flavor? The sample generic twists are all fairly specific and mechanical, but many of the sample environment twists are just sort of "flavor". Like what would "Which whippersnapper just showed you up" actually DO?
3) How are you handling deciding whether a hero is at close or long range and how many foes they can hit with a "burst" effect (Like Legacy's Flying Smash or Bunker's External Combustion)?
4) Boosts/Hindrances - how specific/generic should these be? It is pretty easy to think of boosts that could apply to many situations, and also easy to think of very specific ones. Like, can Bunker just upgrade to get "targetting enhancement", which would help with pretty much any attack? Or would you do something narrower in field, that would only help with specific attack actions?
5) Collections - each hero starts with a collection. Is the intent that you only refer to things that have happened in the episodes so far to use it, or can you just make up stuff from imaginary prior episodes?
6) Along the 'make stuff up' lines, how about Bunker's Principle of the Tactician? Are you supposed to actually prepare before hand to use this, or is the intent that you can invent how you prepared on the spot?
7) Overcome - seems like some of the scenes have involved overcomes that were kind of hard for the PCs to figure out. How much detail do you give about these being available?
Guess that's a start...this was all pretty awkward over all. Seemed odd to be so strongly mechanical, but then so up-in-the air about how to apply things. And seemed like the heroes could only succeed because the GM is specifically sandbagging the enemies and initiative order.