Re: Dark Champions in Champs Universe?
Aside from the continuity issues of "how does a major city in a superhero world have no supers" I think the main issue is one of "Are the players willing to be second-stringers in a super hero world?"
Now, personally, I've always loved playing the super agent in a super hero world. I like the lower power level, martial arts type, rather than a super flying blaster man type. I think both can exist... but I also think that that means that certain threats would escalate out of their hands. If their battles against the underworld suddenly unleash a massively powerful demon or villain or whatever... they should be happy when Ultra Man comes along to fight it... allowing them to go back to taking on the thugs and the crime lord who unwittingly brought such destruction on the city.
Again, personally, I love playing the Metropolis SCU guy, much more than playing Superman. But that's just me. A good GM can make the fact of a big adventure taking place beneath a cataclysmic super fight really cool. Energy blasts raining down. Property destruction everwhere... screaming civilians... and you are the spec ops type doing the dirty work in the shadows that really counts. You get the tapes before they are destroyed, etc. I love that stuff... but it isn't for everyone. Your group needs to be comfortable with that, and many players aren't. They play Champions for the power fantasy... unbeatable, always win, black & white morality... all the stuff I consider really dumb... super-pets... gahhh... and they might not go for the deadly underbelly of the world, which I find much more interesting. Many players want to be the best of the best, and to have NPCs, even if they never interact with them, lighting up the night sky in godlike battles, that may bum them out. To me, it's a great backdrop.
YMMV
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.
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