We playtested Neither Super nor Heroic last night. The tagline for our game might also have been "Freaks in Lycra." Neither Super Nor Heroic is a hack-in-development for Goblin Quest, a silly-fun casual RPG by Grant Howitt.
I’ve found in running Goblin Quest that pre-planning the scenes and risks takes a lot of the spontaneity out of the game, so one of the things I do is plan the starting scene, write down the target numbers for each scene thereafter, and proceed from there. Really, with 4 players, the numerical goal is "roll a 5-6 at least 36 times." Which means a lot of dice rolling (dice hit the table about 108 times).
This hack may have a mechanical flaw, though it hasn’t really come up in my playtesting yet. In Goblin Quest, you might roll up to 3 or 4 dice in one action. In Neither Super, it’s not explicitly stated in the rules what might give you an extra d6, and we ruled only your power gave the extra die. There were cases where description or equipment could have given a boost– one of the characters wanted his IT Guy to both turn into liquid *and* wield a Cat-5 lasso. I probably should have given extra dice for those, but by that point, I’d already needed to change rules (see below).