View Full Version : Campaign's First Session
Super Squirrel
Mar 22nd, '03, 09:56 PM
I'm about to run the first game to my campaign Second A.C.T. and I wanted some outside input. How rough should the game be? Now mind you, at some point in time, all of the difficulties are going to be played out. I just want to know WHICH one to start off with.
Catacomb
Mar 22nd, '03, 10:07 PM
Get your heroes together and let them whup on somebody but good. You've got plenty of time to beat the fear of god into them.
Super Squirrel
Mar 22nd, '03, 10:10 PM
Originally posted by Catacomb
Get your heroes together and let them whup on somebody but good. You've got plenty of time to beat the fear of god into them. I tried that last campaign but they all whined. Something about a 25 rPD / 25 rED with a DCV of 3 being too impossible to take down. :D
Acroyear
Mar 22nd, '03, 10:14 PM
I say fairly challenging. You want to create a reason for them to be a team... don't stomp on them. Make it tough enough that no one or two can do it... but as a team, they can do it.
Hermit
Mar 22nd, '03, 11:47 PM
It depends on the players AND the characters. Some concepts will mesh more easily than others when it time for the sticking out of hands and "Who's with me?" moment. :D
Over all though, I think Acroyear has the best advice. Make it so that together, they're winners!
"We are #1. All others are #2, or lower."-The Sphynx
st barbara
Mar 27th, '03, 01:52 PM
I realise that it is more work for the referee but what about doing several different scenarios (crimes of different types perhaps) and have them happening pretty much at the same time? This gives your heros a choice of whch threat they tackle first up. It might be an idea to make the different scenarios of different levels of "toughness" as well. Are your heros the only ones in the area ? If they are not then this approach should work, if they are then you could always have the crimes that they DIDN'T stop come back to haunt them latter !
SuperPheemy
Mar 27th, '03, 02:46 PM
Don't wipe the city with the players, but give 'em something to respect. Especially if they're all hopped up on how cool and powerful their characters are. Give em a real tough challenge like a villain team with coordination, a plan, and clear goals. Or a powerful enigma who doesn't cause widespread damage, but does deliberately achieve one specific goal, despite the heroes' efforts, and makes allusions to a greater plan.
But then again, I don't respect whiney players. An early defeat makes the later victory so much more memorable.
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