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The premise is superficially simple: what if superhumans started appearing before and during World War II? The rules are also very focused on WWII--there are fiddly bits if sensible ones for handling things like machineguns, cover fire, grenades, flamethrowers, and other weapons and tactics of the era.
Detwiller says that Godlike was inspired by asking himself a simple question: what would a world with superheroes really be like? Powers could make history, but not control history.
Metaplots frankly sicken me. The idea of selling a single idea, spread across a dozen different books, is just plain wrong. It either means the publisher is too lazy or too bent on profit to make a comprehensive book. They might sell books in the long run, but they also upset their customers.
Stylized writing is also a serious issue in gaming. Writing in a style that reflects the mood or time period of the game was interesting ten years ago, but on me at least it has worn thin. Game books filled with pages upon pages of gaming fiction, or unclear writing styles and obscure slang, inserted in otherwise straightforward text seems an easy way to distract the reader. This was not what I was looking for when I set out to write Godlike.
Game Mechanics posted by Halloween Jack Original SA post Godlike, Chapter II: Game Mechanics One of my big pet peeves in roleplaying is games that want to take you gently by the hand and walk you through the process of creating a character before you know anything about how to roll dice or how any of these stats worse.