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Standard Super-Hero Setting

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Standard Super-Hero Setting (trope)
Just your average afternoon in Paragon City.

"What is more real? A world we are born into or one we create for ourselves?"

What Standard Fantasy Setting and Standard Sci-Fi Setting are for Fantasy and Science Fiction, this is for Super Hero genre: a setting of the sort in which most (though not all) superhero comic books and other narratives take place. Though the genre dates to the 1940s, the clear and definite rules for generic superhero settings weren't really solidified until The '60s, when Marvel Comics and DC Comics started making full use of their Universes. See also Superhero Prevalence Stages.

Common ingredients:

The following may be removed if the setting falls in certain values of Sliding Scale of Idealism Versus Cynicism, or due to other Implementation Details:

  • Beware the Superman: Superpowers aren't always a good thing, and can sometimes be a source of fear if the one bearing them does not have your best interests in mind.
  • Card-Carrying Villain: Villains who make no bones about their evil-ness and actually revel in it. Often seen in many idealistic works.
  • Clark Kenting: Concealment of a Secret Identity by means of a Paper-Thin Disguise that everyone just goes with.
  • Cut Lex Luthor a Check: A villain uses their powers and gadgets to commit robberies when they could easily use their gifts to get money the legal way.
  • Death Is Cheap: Superheroes and other characters die all the time in comic books, only to be brought back.
  • Deconstruction, Reconstruction, Decon-Recon Switch
  • Hero Insurance: Who's going to pay for all the damage done by superhero battles? Often done in more cynical works.
  • Reed Richards Is Useless: A character cannot use their amazing inventions to better the world around them, because Status Quo Is God.
  • Smug Super: Some supers have massive egos to match their powers, and aren't shy about rubbing this in the faces of others.
  • Super Hero School: A school that teaches young people with superpowers how to be superheroes.
  • Super Registration Act: A law requiring those with superpowers to be registered with the government in a national database or face penalties. If it's not a villainous plot to get rid of superheroes, it is often the subject of more cynical stories.
    • Cape Busters: Normal humans who combat super-beings with technology, smarts and ruthless tactics. Can be heroes or villains depending on the work.

Examples:

Comic Books

  • Marvel Comics:
  • DC Comics:
    • DC Universe, being the other of two Trope Makers. Many a setting uses A Cast of Expies of the Justice League and other heroes as part of the worldbuilding.
  • Image Comics Universe which is a mix of several smaller, that may or may not be in one continuity, depending on whatever the writer feels like. Most of them (Spawn is a little debatable), fit this trope.
  • Astro City, as a Decon-Recon Switch of the genre, hits most, but not all, of the above.
  • Irredeemable, though usual Status Quo has been thrown out of the window at the very beginning.
  • The Boys is a far darker one than most, with most of the "heroes" being just as evil as the villains.
  • Wanted used to be one of those, until the villains altered history to make it into a mundane world.

Films — Live-Action

  • Marvel Cinematic Universe, being based on the comics, is slowly building into this, with the various superpowered aspects of the setting coming into the mainstream and becoming superheroes.
  • DC Extended Universe is based around the first appearance of Superman, and the world turning into the DCU we know and love in response.
  • While The Incredibles 1 is after the forced retirement and/or death of the world's superheroes, most of the anecdotes of and flashbacks to the glory days seem to show a Golden Age superhero setting with larger-than-life heroes and absurd villains.
  • Sky High is set in the school where standard superheroes (or sidekicks) are trained, with the protagonist's parents being traditional superheroes.

Literature

  • Wild Cards is something of a subversion. There are people with remarkable powers, and even a rough Golden and Silver Age (an alien viral outbreak shifted the world from nonpowered WWII heroes to superpowered individuals), the overwhelming majority of those afflicted (and more than a few of our protagonists) don't engage in traditional superheroics.
  • Super Powereds is based in one of four super hero colleges set up to train future super heroes. The books dig pretty deep into how such a system would actually work, including the various government agencies, licenses, and paperwork that had to be created to handle everything.
    • Corpies is a spin off that focuses on hero and a group of non-heros who do search and rescue work, and the differences between those who got a hero license and those who didn't.
  • I Became the Villain the Hero Is Obsessed With: The setting is generic enough, and there are enough references to the status quo in America and how that differs from Korea, one could easily imagine it taking place in the DC or Marvel universes.
  • Whateley Universe: While the series as a whole is set in a Superhero School (even if the school administration would disagree on the 'hero' part, as the school is technically a Truce Zone between heroes and villains), the overwhelming majority of Superhero setting tropes have some degree of expression in the series, whether deconstructed or played straight (or often, both). There even were the equivalents of the Golden and Silver ages in the series Backstory.
  • Worm is an interesting deconstruction of the setting but takes the opposite approach of most deconstructions; instead of playing all the standard tropes straight and seeing what the world looks like with them taken to their logical extremes, it instead starts with a Standard Superhero Setting and then explores what set of circumstances would have been necessary to generate it.

Tabletop Games

  • Mutants & Masterminds is based around replicating comic books, and while it has rules for a variety of possible worlds, the flagship setting Freedom City is very much based around replicating the Standard Super-Hero Setting. The default assumption is a Fantasy Kitchen Sink full of silver-age heroes fighting flamboyant villians in Freedom City, a metropolis-style New York replica.
  • Champions is the oldest one of these in Tabletop Games, with a Cast of Expies based on mainstream comic books. It's developed a slightly darker tinge over the years, with supervillian attacks leaving serious death tolls and comic-book magic being the surface level of a more complex occult system, but it's never quite gone into full desconstruction and mostly remains a straight example.
  • Sentinels of the Multiverse is a strange metaexample - the premise of the game is that it's a card game based around the (fictional) Sentinels Of The Multiverse setting which took Trope Maker status from Marvel and DC.

Video Games

  • City of Heroes is centered around the conflict between the heroic Freedom Phalanx and the evil Lord Recluse, as well as various other smaller teams. The players are new recruits on either side, protecting the eponymous city from Cartoonish Supervillainy or trying to take it over.
  • Eternal City: The setting ticks off a lot of checkboxes:
    • No matter the route, you can expect to confront at least one hostile Wielder or even a small army of them.
    • Some aspects of the game's setting are given a deep lookover, and may or may not turn out for the better, coming off as a Decon-Recon Switch of the superhero genre. Issues include how a Wielder's powers affect their surroundings—and their own life—for good or bad or in-between, public fears (which are sometimes justified) of said Wielders using their powers for ill intentions, and a Wielder's life outside of being one which may at times cross each other.
    • There's a Fantasy Kitchen Sink of cultures, genres and powers.
    • The current order of things in the city, and the rest of the world, is being kept by Wielders of the Central Department stopping monsters invading from the Dimension... except by the end of the last day of the week, things'll have gone to hell—until time resets anyway.
    • Artifact Wielders gain their powers from being chosen by said Artifacts. The Black Gate Event itself was what prompted a Mass Super-Empowering Event of humans-turned-Wielders before the current story.
    • The Central Department is effectively the world's Super Team that manages a Super Registration Act.
    • Wielders and the threat of the Dimension are all common knowledge the world over, though it's presumable that there aren't Wielders all over the world at the moment because of how recent (six months) the rise of Wielders is.
  • Freedom Force: Through Usage of The Chosen Many. The setting has alien invaders, magic users, supervillains, a Captain Fishman and a Captain Patriotic.

Webcomics

Western Animation


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