Ran the current version of DMI (superheroes) again yesterday. It worked fine...worked well, in fact...and gave us a session that reached a satisfying conclusion, not much different from what one might expect in a single, standalone issue of your favorite comic book.
At least, a comic book from "back in the day" (something from my own past: the 70s and early 80s).
Which, unfortunately, isn't quite what I want. I was hoping for something more cinematic (or serial) in nature, but the only thing "cinematic" was the gusto of violence my players brought to the thing...which isn't terribly unexpected seeing as how that's what they see in cinema hero films.
In the hands of more serious role-players could this game be turned into something more than a beer-and-pretzels one-off? Mmm...I don't know. The thing worked best running fast-and-loose, with me using my card power (as the GM) to keep a firm hand on the direction we were steering the game. Even so, the narrative control allowed the players had us going in unexpected directions that required a lot of "rolling with it." That might end up being the same even with older, more experienced gamers and is a general pitfall (or feature) of games that share narrative responsibility.
Of course, that's how I designed it to run. Maybe I just don't dig that style of play as much as I thought I did.
The kids DID enjoy the game (which isn't nothing) and they DO like it, but they also told me (unsolicited) that they still prefer D&D. Which, absurdly, still makes me happy for some reason. I guess because it goes to show that AD&D is still "king," and (for me) I like having some consistency in this ever-changing world of ours. Makes me feel comfortable.
So anyway...I think it's time to put down the hero design for a little bit. I'll still tinker with the text/system on the side, but I think it's time I got back to some more "serious" gaming.
It was a nice interlude.