Okay, I just picked up the Free Demo version of Capes.
I am admittedly dubious. I have been very picky about the super-hero games that are out there, and most of them are games I simply do not like. (GURPS Supers, Silver Age Sentinels, HERO System, Heroes Unlimited, Champions, the new Marvel system).
There have been, all told, two games I like concerning super heroes: Classic Marvel and Top Secret S.I. (FREE Lancers).
That said, a friend of mine is into the super hero schtick, and I want to consider Capes. I'll probably show it to him anyway, but at the moment, I'm trying to acid-test this thing. The concept is, in my mind, fairly cool -- no GM, make what you want, and go nuts. That being said, I admit that I'm a little bit of a control freak when it comes to being a player, and I'm more lenient as a GM (strange, that), but I don't know if my friend can handle playing Capes in his 'game world' without being the GM for it.
1) How do you play 'within' a setting that was prepared by someone? (This is the setting, here's some sample people from it?)
2) How does someone introduce additional characters? (I'm playing Captain America, you're playing the Red Skull, she's playing Scarlet O'Hara, the police officer, but I think I'm going to need to call the Avengers for this.)
Question #2 comes up because of the style of play I'm used to doing -- I tend to play characters that network -- make a lot of friends and allies, then keep in touch or call for help when necessary. Against serious threats, I tend to weave elaborate plans and usually have five to ten people to help out.
Question #3 (last one)
In Capes, how close can you get to a specific character? Can I make Superman? Spiderman? The Silver Surfer (for an extreme example) with all their tricks and powers? I am quite aware, from what I've seen, that powers aren't the be-all and end-all of Capes, but I am curious about how close you can get to a specific hero's talents, knowledges, goals, and ... yes... powers.
I'm intrigued by the game, but I'm not sold on it yet.