WonderStuff
Jun 3rd, '04, 01:29 PM
Our gaming group loves the new products for the Hero System. We are working out ways to incorporate the Champions Universe supplement into our campaign. Here is our situation and our proposed solution. If any group has faced the same situation we'd love to hear your solution.
As you know, Champions Universe gives a wealth of information. We were trying to mesh all the new information and backgrounds into what has previously occurred in our world. Here's an example.
I ran an adventure where the Atlanteans had saved themselves before the deluge by using their advance mental powers to send their essences into a specially prepared totem. this was our world's first contact with the Atlanteans. My presentation of the Atlanteans differs greatly from the CU version of them. Mine had advanced mental powers and when modern man came in contact with this totem an Atlanteans was able to move his essence into the human and take over his body. Our dilemma was to maintain the consistency CU has to offer, at the same time allowing for creative licenses to explore new territory in a well-known genre (i.e.: Atlantis). This is compounded because the information in CU would be public knowledge. If I had run my Atlantis after the players were familiar with CU it would have been totally different. they might have gone to the Atlanteans ambassador, visited the King, had a clear idea of what their powers were, etc. It would not have been the same adventure.
So now we have two versions of the Atlanteans. What do we do? Do we change the Atlanteans in CU or reconstruct my adventure to fit the book. And how does this address the possibility that someone would want to run an adventure with some element in the book but with their own spin to them.
Here’s how we did it.
We are using the books as the official template. If any GM runs an adventure they prepare a short write up explaining anything that differs from the CU book (or other supplement). Since we have rotating GMs if another GM wants to include Atlanteans in their adventure, they would read the GM notes to see what changes are in effect.
Using my Atlantis adventure from above, we decided that since the Atlanteans broke off into different tribes, this tribe was a branch apart from the more mainstream Atlanteans and developed it's mental powers on its own. Now this is included with our World History so we can still use the CU history or my version without too much confusion. Same will be done with space aliens, hidden jungle cities, etc. Anything that differs from the books will need to be explained so as not to interfere with the CU environment.
Does anyone else have any suggestions, comments or tips?
As you know, Champions Universe gives a wealth of information. We were trying to mesh all the new information and backgrounds into what has previously occurred in our world. Here's an example.
I ran an adventure where the Atlanteans had saved themselves before the deluge by using their advance mental powers to send their essences into a specially prepared totem. this was our world's first contact with the Atlanteans. My presentation of the Atlanteans differs greatly from the CU version of them. Mine had advanced mental powers and when modern man came in contact with this totem an Atlanteans was able to move his essence into the human and take over his body. Our dilemma was to maintain the consistency CU has to offer, at the same time allowing for creative licenses to explore new territory in a well-known genre (i.e.: Atlantis). This is compounded because the information in CU would be public knowledge. If I had run my Atlantis after the players were familiar with CU it would have been totally different. they might have gone to the Atlanteans ambassador, visited the King, had a clear idea of what their powers were, etc. It would not have been the same adventure.
So now we have two versions of the Atlanteans. What do we do? Do we change the Atlanteans in CU or reconstruct my adventure to fit the book. And how does this address the possibility that someone would want to run an adventure with some element in the book but with their own spin to them.
Here’s how we did it.
We are using the books as the official template. If any GM runs an adventure they prepare a short write up explaining anything that differs from the CU book (or other supplement). Since we have rotating GMs if another GM wants to include Atlanteans in their adventure, they would read the GM notes to see what changes are in effect.
Using my Atlantis adventure from above, we decided that since the Atlanteans broke off into different tribes, this tribe was a branch apart from the more mainstream Atlanteans and developed it's mental powers on its own. Now this is included with our World History so we can still use the CU history or my version without too much confusion. Same will be done with space aliens, hidden jungle cities, etc. Anything that differs from the books will need to be explained so as not to interfere with the CU environment.
Does anyone else have any suggestions, comments or tips?