I know that's an odd thing to ask on the company's forums, so let me explan a bit.
I'm a backer and I have been reading the draft chapters. I own the Starter Kit, but I haven't played it yet. I really like everything I've read.
Presently, I'm running a Champions campaign and I'm wondering if people who have more experience running SCRPG could offer some insights for me on how SCRPG plays. I realize the easy answer is, "try the game yourself and see if you like the way it plays." And I will. But one session or even three sessions of the Starter Kit may not reveal issues that others might have uncovered trying to run an actual campaign.
I guess my first and easiest question would be, "What have you *not* liked about running SCRPG?"
How easy is it to design encounters? The rulebook's tools look good, but it seems encounters *do* need to be constructed, as I've read that action scenes with just fighting are not very exciting. I prefer *very* low mechanical prep for games because I'm old and don't have the time and energy I used to.
How does it play when players are either having an off night and are not feeling creative or with players who are just more inclined to look at their character sheet for the biggest attack they have?
Aside from the GM holding a strong narrative rein over the scene, what prevents players from just choosing their best dice combo and jamming their description to fit into the scene's narrative hole over and over?
Does the game play well if not using Sentinel Comics as the backdrop? I'd want to keep using my present world.
Does the game feel like it has real character progression? Does it really feel that characters change in play or do they only get bonuses as experience?
I realize the game doesn't have formal benchmarks (i.e., my character can lift 10 tons, while yours lifts 5), but is there a real sense of niche protection (i.e., I'm the best at this particular power)?
The game seems light on traditional "skill usage." Do Skill Monkey characters feel good in the system? Does the game play out in a pattern of "big action scene, quick role-play, next big action scene"? Are investigations or filler fights against easy enemies really worthwhile in the system? (It reads a little like D&D4, where every fight was a showpiece fight).
I'm sure I'll have some more questions, but these are the ones that I've been thinking about the most. Just to be clear, I *love* what I'm reading, but I'm looking to get other play experiences - especially negative ones - before I put my players through a system change come August, especially since I don't *dislike* Champions. It just seems this game can generate some really top-notch comic book experiences. I want to know at what "cost."