Page 1 of 2 12 LastLast
Results 1 to 15 of 19

Thread: Power Company or JLA: Which is your campaign?

  1. #1
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Power Company or JLA: Which is your campaign?

    I'm not asking this a "matter of taste" or to indicate that someone is "ripping off" these comics in particular, but...

    In the DC Universe, the JLA is the prominent group. It is comprised of the seven or eight of the MOST POWERFUL charcters in that Universe. Their adventures are almost uniformly comsic, and they truly do amazing, impossible, and totally over the top things, every issue. They are like reading modern myths, where the characters are icons and the stories are fables.

    Power Company, OTOH, is a group of metahumans... some heroes, some not so... but all much more human. Their battles are on a more human scale, vs. opponents that, while dangerous, are not gods and living embodiments of thought, or whatever. The deal with police and politics and making a living... they don't save the earth very often, having a more local impact... etc. The characters are humans, with extra powers, but often limited, far from "godlike."

    Personally, I really enjoy Power Company, and it feels much more like most Champions campaigns I've ever seen. Every character strikes me as a playable PC type, whereas, I can't imagine playing in a JLA campaign, where PCs have the power to pull the Moon around with giant chains, and goofy $#!t like that. I'd bet that I'm right in saying most Champions campaigns ARE more Power Company, than JLA...

    ... but maybe I'm wrong.

    I'm interested in how you might classify your Champions experience... JLA or Power Company. Has anyone out there ever ran a successful, lasting JLA level campaign? (Again, I think the JLA are on a scale much higher than even the JSA as currently written, or the Avengers or any Marvel group. Heck, even the power level of the Authority was tempered with severe repercussions for the planet and themselves. The JLA talk to God and recreate the universe on a regular basis, and the world in general doesn't even shrug.)



    Anyway... what do you all think?
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  2. #2
    Join Date
    Feb 2003
    Location
    Antioch, CA
    Age
    44
    Posts
    4,796
    Rep Power
    1849025
    Just to be contrary, I'm going to say, "Neither one."

    I think my current Champions campaign is more like The Titans. Although none of the PCs are former sidekicks or anything, they're about the same age as the Titans, and fill about the same niche. They're powerful and well-respected heroes, but not world-shakers like the JLA.

  3. #3
    Hermit's Avatar
    Hermit is offline Resplendent Recluse Super Moderator
    Obsessed Member
    Join Date
    Feb 2003
    Location
    In the Shadow of the Hills of Eastern TN
    Posts
    9,297
    Blog Entries
    4
    Rep Power
    4577801
    I'm not familar with the Power Company, but from what you say, I'd have to say my groups also fall somewhere in between. They don't neglect street crime, but some adventures get positively surreal and they have talked to gods.

    I hope to do a JL Level campaign soon. I had one years ago that had a good run, an international team of supers. I am thinking of recreating it, this time with UNITY as the background. Except I'm not a big fan of UNTIL.

  4. #4
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987
    Originally posted by Derek Hiemforth
    Just to be contrary, I'm going to say, "Neither one."

    I think my current Champions campaign is more like The Titans. Although none of the PCs are former sidekicks or anything, they're about the same age as the Titans, and fill about the same niche. They're powerful and well-respected heroes, but not world-shakers like the JLA.
    Actually, I'd say the Titans, at least the good Titans of years ago, are Power Company level. The latest Titans, now thankfully caput, were just horribly written, but at the beginning of the series were very "local level" and not world shaking in their adventures.

    The JLA, OTOH, has ridiculous adventures like "Atom shrinks down to a size so small he is eye balling a plank length black hole, yet can somehow still use a radio to communicate with Batman... and defeats the black hole by singing a song. (See recent issue, number 77 I believe.)

    The JLA is THAT kind of wild... and Power Company... or the Titans... have a more "realistic" (and I use that term VERY loosely) scope.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  5. #5
    Join Date
    Feb 2003
    Location
    Hamilton, Ontario, Canada.
    Age
    38
    Posts
    228
    Rep Power
    11

    Re: Power Company or JLA: Which is your campaign?

    Originally posted by RDU Neil
    Anyway... what do you all think?
    My group is, like most, somewhere in-between. They started out as a black ops team (think 'Team 7' from WildStorm), and are slowly morphing into a genuine superhero team.

    The trick with JLA-style teams, in my opinion, is to give them threats that can't be solved with power alone. The Ra's Al Ghul run in JLA ('Tower of Babel') was a perfect example: they couldn't talk to each other, and the villain knew all their weaknesses.

    Put innocents in jeopardy! Force the heroes to choose between fighting the Big Baddie or helping out an auto accident. Give them moral decisions: face them with the byproduct of their constant battling of villains. How do they react when the guy who got hit by a chunk of brick from their latest brawl shows up?

    The Fantastic Four used to have tons of fun with this...the FF goes bankrupt! The FF gets sued! Some kid lights himself on fire because he wants to be the Human Torch!

    The problem with campaigns run along the lines of JLA or The Authority is that they forget the human quotient, methinks.

    --->M@ss

  6. #6
    Join Date
    Feb 2003
    Posts
    5,745
    Blog Entries
    59
    Rep Power
    771322
    Definitely P.C. (though I'm just going by your description). My players are starting level, and evan at that I shorted them a few points to make them more uniform in power level.

    My opinion is that in Champions eventually everyone becomes the JLA; They need some in-game history first.

  7. #7
    Join Date
    Feb 2003
    Location
    SSF, Ca U.S.A.
    Posts
    860
    Rep Power
    520
    I'd say we're on the JLA side of being in the middle. For the most part, the day to day crime isn't something we deal with (we might smack a mugger on the way to fight Bolar or something if he's right there in front of us).
    What you're feeling there is the effect of high energy electromagnetic particles obliterating the nuclei of your cellular structure. Sucks to be you, huh?

  8. #8
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987

    Re: Re: Power Company or JLA: Which is your campaign?

    Originally posted by ProfessorM@ss
    My group is, like most, somewhere in-between. They started out as a black ops team (think 'Team 7' from WildStorm), and are slowly morphing into a genuine superhero team.

    The trick with JLA-style teams, in my opinion, is to give them threats that can't be solved with power alone. The Ra's Al Ghul run in JLA ('Tower of Babel') was a perfect example: they couldn't talk to each other, and the villain knew all their weaknesses.

    Put innocents in jeopardy! Force the heroes to choose between fighting the Big Baddie or helping out an auto accident. Give them moral decisions: face them with the byproduct of their constant battling of villains. How do they react when the guy who got hit by a chunk of brick from their latest brawl shows up?

    The Fantastic Four used to have tons of fun with this...the FF goes bankrupt! The FF gets sued! Some kid lights himself on fire because he wants to be the Human Torch!

    The problem with campaigns run along the lines of JLA or The Authority is that they forget the human quotient, methinks.

    --->M@ss
    Actually, Professor, you've just described exactly what the Power Company faces all the time. They are superteam, formed around the concept of a law firm... so dealing with law suits, commercialization, paying clients vs. pro-bono work, etc., is what the team is all about. These are human level concerns, not out of this world, "beyond human comprehension" themed stories.

    I should clarfiy, that the Power Company is not a street level group. They are the power levels of the Titans or '80s X-Men, or '70s Avengers. (They are more Marvel-like than most DC groups... written by Busiek.) They don't fight thugs like Nightwing or Daredevil, for example, their current fight is against Dr. Polaris and group of villains who have been raiding scientific reasearch centers, stealing prototype equipment for some master plan. Very "Hero System/Champions" like plot, IMO.

    No, they aren't "street crime" heroes, but the villains aren't apocalyptian angels, or 5th dimension imps either.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  9. #9
    Join Date
    Feb 2003
    Location
    SW Ohio
    Posts
    1,772
    Rep Power
    4729
    My PC's are neither the JLA nor the Power Company. They are... The Legion of Doom. That is, they're the bad guys

    Powerwise the level is closer to that of the Power Company. The PC's found out in their first adventure that even some of the second-tier good guys can take them out with a single hit or two -- which set the mood quite nicely. Now I just have to get them back to the point where they aren't terrified of the people they're supposed to be fighting...

    But at least this time (unless previous villain campaigns I've run), I don't have to worry about them coming right out the door trying to take down the campaign world's big guns.
    >Sometimes, the knights are the monsters
    >Life would be a lot less confusing, if only we had smarter intellectuals
    >"Never offend someone with style when you can offend them with substance." Sam Brown, Washington Post
    >theemerged.blogspot.com -- proof I have too much free time on my hands

  10. #10
    Join Date
    Feb 2003
    Location
    El Paso, TX
    Age
    53
    Posts
    5,426
    Rep Power
    108012
    While none of the PCs in my current game are as powerful as a typical Justice League/Avengers superhero, they occupy the same niche in the game universe. They are Earth's premier superhero team, and as such have the same kind of clout and respect. And some of the characters are quite powerful in their own right. Our powered armor guy, CyberKnight, is about equal to mid-1980s Iron Man, our mentalist, Prodigy, would be more than a match for Jean Grey (or even early Phoenix), our energy projector, Thunderbird, would be a pretty good matchup for Storm, while our fastest martial artist, my own Zl'f, would clobber most of Marvel's hand-to-hand types, although Spiderman might be tough. So we're pretty tough overall.

    While I have a few higher-powered solo NPC heroes running around in the world, our team seldom if ever interacts with them. (After all, it's their comic!)
    The government forgets that George Orwell's 1984 was a warning and not a blueprint. - Chris Hunhe, Liberal Democrats, UK

    Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly, and applying the wrong remedies. - Groucho Marx

  11. #11
    Join Date
    Feb 2003
    Location
    North Alabama
    Age
    41
    Posts
    31
    Rep Power
    0
    While my own descriptive preference is the Avengers, within the parameters you've set I guess my campaign would be Power Co. (with some JLA adventures thrown in). My heroes are nominally the second most powerful team on the planet. As such, they tend to deal with country-level threats. Some of the characters in the campaign have been around for 15 years, but I've found in general JLA make for a better read than adventure.

  12. #12
    Join Date
    Feb 2003
    Location
    Metro Manila, Philippines
    Age
    40
    Posts
    411
    Blog Entries
    21
    Rep Power
    91094
    More of Power Company. That's by design. I'm one of the few comics fans in the group, and the rationale of a centralized organization handling the assignment of metahumans to investigations and operations is a bit more plausible.

    Can't always rely on "Marvel Coincidence" to take place.
    this post brought to you by: The Armchair Gamer

    "I'm a talker, not a player!"

  13. #13
    Join Date
    Feb 2003
    Location
    Trumansburg, near Ithaca, NY
    Age
    45
    Posts
    1,570
    Rep Power
    1212718
    Hell, I'm running "Checkmate". But, Neil, since you play with me. Ya probably figured that one out. They ain't even Power Company level.

    Just be thankful that Im not running "Suicide Squad"... although Fury could easily fit that role! <g>.

    But just to state my own preference... I like the Power Company level just fine. I would love to play in a Justice Leage level game (and I'm getting there with my Vector character), but it is a lot of work and it has such impact on the RDU. Unlike JL, which doesn't seem to have the impact on DCU that it should.
    Storn A. Cook
    visual storytelling
    www.StornArt.com
    Sons of Kryos Gaming Podcast
    www.sonsofkryos.com

  14. #14
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987
    Originally posted by majorvictory
    While my own descriptive preference is the Avengers, within the parameters you've set I guess my campaign would be Power Co. (with some JLA adventures thrown in). My heroes are nominally the second most powerful team on the planet. As such, they tend to deal with country-level threats. Some of the characters in the campaign have been around for 15 years, but I've found in general JLA make for a better read than adventure.
    Exactly my take, Major Victory. I enjoy reading the JLA, but I get inspired to game by reading Power Company, or the Avengers. (No matter how George Perez does it, I will not be convinced by this upcoming JLA vs Avengers comic, if the JLA doesn't just walk all over the Avengers. They are just in a completely different power level, IMO.)
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

  15. #15
    Join Date
    Feb 2003
    Location
    Ypsilanti, MI
    Age
    44
    Posts
    2,770
    Rep Power
    28987
    I should also state that I LOVE the Avengers. It is the one Marvel Comic I follow faithfully, through good and bad... I even have a beat up copy of #1. The Avengers, IMO, is the perfect "high level Champions" kind of superteam. (Storn, your Vector, along with Locke, Thermal, and Vengeance... are to the point where I think they could easily stand with the current Avengers. 500+ points or so, seems about right, IMO)

    I just used JLA vs. Power Company, since they both exist in the same "universe" and folks around here often comment on Batman or Superman or the other "mega big gun" characters. This is panning out like I thought it would. Most games don't play in the mind bendingly over the top type, JLA level.

    Some in our gaming group think Nobilis or Amber would be the way to play JLA. Forget points and dice... it's all in the concept. Not to my tastes, but could be interesting.
    Levels of RPG Development
    (With special thanks to Zornwil)
    Axioms: The sacrosanct core assumptions of the game.
    Mechanics: The basic functional building blocks derived from the axioms.
    Game Rules: The specific and variable application of Mechanics that define the play of the game.
    Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Magic Items go here!!
    By Xandarr in forum Fantasy Hero
    Replies: 83
    Last Post: May 13th, '12, 03:24 AM
  2. Fighting Game Hero: [CHAR] Rugal Bernstein
    By Enforcer84 in forum Other Genres
    Replies: 3
    Last Post: Jun 9th, '03, 03:48 PM
  3. Creating New Powers
    By diocletianx in forum HERO System Discussion
    Replies: 12
    Last Post: Apr 25th, '03, 08:19 PM
  4. Invulnerability headaches.
    By Rerednaw in forum HERO System Discussion
    Replies: 56
    Last Post: Apr 19th, '03, 01:00 PM
  5. New Power Framework Idea:
    By Mutant for Hire in forum HERO System Discussion
    Replies: 5
    Last Post: Mar 1st, '03, 06:43 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •