Ok, here's the low-down on my current question:
I'm planning on starting up a new campaign for about 4-5 players to roll up new characters, the campaign is going to be multi-dimensional and the overall plot will have the PCs go from being powerless (although not necessarily human) teenagers from their respective planets/dimensions who are summoned to an extra-dimensional nexus by a higher power and granted powers and guidance in order to form a hero team to save the universe/multiverse from disaster.
The use of different planets, cultures and dimensions will allow the powers the characters get to be drawn from essentially any genre, and ideally I'd love the powerset themes to be as varied as possible to highlight the scope of the campaign and allow each character to have a defined niche within the group dynamic (plus the roleplaying opportunities my players will hopefully take advantage of).
The concept is that the powersets themselves are inherited, being the powers of previous heroes of the universe/multiverse granted to the new generation in their time of need, and potential plot hooks may involve some semblance of the previous heroe's consciousness lingering in the powers, but that's a discussion for another time.
The issue I'm stuck on at this point in time is the advantages and disadvantages to allowing the players to draw up the concepts and build the powersets for their characters to inherit, or whether I should assign them myself, or whether we should create a list of previous heroes and secretly roll to assign the powers to each character at random.
The thought behind having the players only have creative control of their unpowered selves is that part of the campaign will involve the characters and players discovering the full range and limitations of their inherited and mysterious powers (and the history attached to each of them) so I'd like there to be some level of secrecy and GM control in the process, but I'm also conscious of potentially leaving players with a powerset that is out of their comfort zone to the point that it makes the campaign less fun for them, and the benefits of allowing player input in the creative process are also a factor.
So, after my circular rantings, I'll open it up to the Think Tank: What do you think would make for the most interesting and enjoyable game for both the players and myself, do you lean strongly to one side or another, or is there an ideal hybrid suggestion you can offer?
Nothing is Everything