Superhobo
When you change the tone of your campaign from generic fantasy to something else there’s always an adjustment period. I tried to run a few superhero games over the years, and the characters have always had more in common with Spawn, Venom, or the Punisher than a traditional superhero. Murder was pretty much the default assumption, and the acquisition of loot a major driving force.
Plus, there’s the fact most super hero games are level-neutral. You don’t gain new abilities or talents. Getting past the desire for loot and levelling up a character is probably the hardest element of switching to more narrative or less level-based systems. The players are so used to regular rewards and power-ups. This might drive them to familiar behaviour and reactions as a form of comfort.
Never tried one of those… I’m not really into supers.
Guess the main point should be around ethics, and the fact that “with big powers you got big responsibilites”….