I haven't been very successful.
With each iteration of an idea I've come up with to make it fit the interests of the players and myself, it just keeps feeling very off.
To remedy this, I have cancelled the idea for the time being. We will work on something else until such time as we can figure out how to make a Supers game happen.
One of my players, my friend Will, felt it was largely his fault. The truth is it's my fault (although he wasn't helping - Sorry Will, I mean that with love). He offered to bow out of the group so a Supers game could be run. I told him no, that isn't necessary.
I explained the situation to him thusly...
I keep thinking that certain concepts are either universal (everyone gets it the same way I do), or adaptable (I like TOS more than DS9, but I totally get DS9, and could easily make a character that fit there. Why can't everyone else?).
I have a lot more gaming experience than anyone else in the group, and I've played literally hundreds of different RPGs in dozens and dozens of genres and subgenres. The particulars of these genres, the tropes if you will, are what interest me about them.
In a group where the majority of players are unfamiliar with the tropes of most of the genres I know and enjoy, it is me, the GM, who ends up at a disadvantage. I don't know how to properly convey concepts I've absorbed by osmosis for almost 40 years.
Part of the reason Traveller works so well is we all get the universe, the plot, and the mindset of the characters. Each character also fulfills a role in the story (which is far more important that the combat roles you see in D&D or Pathfinder).
Without Hosta we wouldn't have moved the plot forward and become involved with it so quickly, and personally. Without Fujikawa, we wouldn't have reasoned responses to so many difficult situations. Without Amaya, we wouldn't have the connections or resources to take the fight to the enemy. Without Ivan, we don't have that down-and-dirty, survivalist attitude that just goes in and gets the job done.
We couldn't have had such a great game without EVERYBODY being involved. The same holds true for whatever the next game is.
Now, when it comes to Marcus, he could have contributed a lot to the dynamic of the game. In some strange ways he did. Unfortunately, his approach increasingly became counter to that of the majority of players, and so in the end, the game was better off without him than with him.
Whatever our next game is, it needs to work the same way. We all need to get it, we all need to be excited about it on the same level, and we all need to go with the flow of whatever the game becomes as we're playing it.
I don't know what that is right now, but I'm sure it will come to us.
So that is the sad tale of why we are not running a Superhero RPG campaign right now, and probably won't be for the immediate future. You never know, but I think we need time to clean and clear the palette, myself included.
For now, no heroics.
What other trouble can we get into...?