I know I'm wicked LTTP, but after weeks of reading, asking loads of questions here, and converting 23 (and counting!) characters from my present campaign to SCRPG, I finally got a chance to run the Starter Kit last night. It was a successful venture. A few reflections:
1) It took 3 hours to do Issue 1, which is longer than I wanted. But everyone was brand new to the game and we were dealing with online game tools that were partially being generated on the fly, so that took time. I hope next week will go faster.
2) Choosing Twists was a lot easier than I feared it was going to be. The text box in Chapter 2 was really helpful for that. One of my players enjoyed suggesting Twists, which helped also. We only used a Principle-based Twist once.
3) I was excited when the players pretty quickly realized that they didn't have to "power game" their dice pools with their best dice, because the difference between, say, a d8 and d10 was negligible most of the time. As a result, their descriptions were more fun than just trying to jam their best dice into every description. They also realized that when a Twist was likely, having a small die in the pool could work to their benefit.
4) As a GM, I realized I had SO much more control over whether or not I wanted to screw the players (and I get that the tone of the game is generally *not* to do so). Two examples: Legacy had Galvanized. I had the ability to choose who went next; if I chose Legacy, his Galvanize would have ended before most of the heroes could benefit from it. I chose not to, and the players recognized that (and appreciated it). I also had 8 roaming Spider-Bots in the scene. On one turn, I paired them off against the 4 heroes and just had them all Hinder because I didn't want to damage the heroes too badly. But on the next turn, I realized that Hindering them was just making their rolls suck, which in turn was just dragging things out. So instead I had all of them do damage. A couple players used the occasion to try out Responses and Hit the Deck, and overall, the damage done increased tension in a good way. Without Hinders on them, they came up with a plan, got good rolls, and won the scene. But it was the very "game-y" way the mechanics worked that gave me those choices as GM.
4a) Side note: we had tried this initiative system (i.e., you choose who goes next) once before with Mutants & Masterminds. My players *hated* it. But with the mechanics of this game, two of the players were constantly talking through the order to make sure their teamwork plans went off. It was cool.
5) On a story note, Scene 2 seems to be difficult for some groups because the transmitter is really hard to discover. I simplified it a bit. I started by putting a card up that said, "How are the robots being controlled?" So the players knew to look for something. A first Overcome revealed that the Mothership was key. They took it out (with an awesome Lightspeed Barrage), but that didn't stop the robots. I let Wraith use Principle of the Detective to spot the transmitter on the Mothership wreck and Tachyon dismantled it. The scene went from "seemingly overwhelming and impossible" to "resolved halfway through Yellow." It was a good call to make it a little easier to do.
5a) BTW, all the characters felt useful and all of them had moments to shine, which is great. But, like many others, I'd say Tachyon was the most powerful of them.
A great first experience and a good sales pitch for when I propose switching our Champions game over to this system.