We played the first session of our Wild Talents Cold War game last night.
The rules worked pretty much as expected - solid, traditional mechanics.
Play went not so well, with our heroes going kill-crazy when the defection they were arranging began to go off the rails. Next session, escorting a family of three through 100km of wilderness while being pursued by the Czechoslovakian secret police and maybe the army too.
Another experiment of mine seems to have worked well - I determined power level randomly, so we have characters with vastly different levels of superpowers. Despite this, everyone got plenty to do throughout the mission. So that's all good. This was helped by the player who got the maximum possible picking a fairly basic damage dealing plus hard to kill package, rather than going for "I can do everything" which would probably have overshadowed the others. The players with less points opted for more generally useful or oddball powers, that seemed to provide plenty of opportunities to do stuff nobody else could.
I'm looking forward to Control debriefing them, too. I'll probably kick off with "What the hell do you think you were doing? This isn't the damn war anymore!" and build up from there.