I just got my hands on Capes. This seems to be an amazing system! There are so many interesting things at work in it, and I can't wait to play it. I am just not sure about how Drives should work out in play. They seem to be along the same lines as Keys and Aspects, but they are much more wide open, and I am not sure if this is better or not. I am familiar with both Aspects and Keys. I really like how they reward role-playing your character as well as add some serious flavor to a PC. They can also be very evocative of character. I like that. I also like the fact that Keys and Aspects are player created and focused reward cycles. Neat.
I also have to say that I really like the design ethic that went into Lady Blackbird by John Harper. Every piece of that document is evocative and unlocks imagination better than any other RPG I have seen. 16 pages of pure genius. The way that the whole game is a simple conflict resolution mechanic and characters made of Traits + Tags, Keys, Secrets, and Conditions, as well as a loosely sketched out setting, all knit together in a tight situation, and each element is worded to evoke the tone and theme of the game. I feel like Capes could use some of that ethic. The whole document relies on previous knowledge of the genre to allow players to create the type of comic book game that they want. This is somewhat similar to Lady Blackbird in that previous genre knowledge is helpful, but the specific units of game mechanic/design are extremely evocative in Lady Blackbird, and cue certain types of play. Drives are all generic values seen in comic books, and even with the Exemplars addition, it is still pretty generic. I kinda wonder if this generic nature is by necessity, or was it just a design choice.
Can anyone tell me how Drives work out in play? How about comparing them to both Keys and Aspects? Could drives be narrowed a little to make them more like Keys or Aspects, or would this make them non-functional with the rest of Capes. If one were to create a set of pre-gen characters as well as a complete set of Click and Locks in an attempt to create a more focused game, what ways could you add evocative elements to these characters/concepts to hone in on a certain tone?
To clarify, I am thinking about creating materials for a one-shot -> maybe mini-campaign to entice my group to play Capes. Supers doesn't work for them, and having something anywhere near as evocative as Lady Blackbird would really up the chances of it actually happening.
Thanks in advance.