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    Golden Age Champions

    During the last month, I started and ran a solo Golden Age campaign. I'd like to share a few thoughts and ask for some views and opinions.

    First off, at the request of my player, though it was set in WWII, it for the most part avoided the "Golly gee whiz!!"-type of stuff most people seem to associate with the Golden Age comics. Instead, it being war, the heroes carried guns or had powers that allowed them the option of lethal force. Though there was some of the "edge-of-silliness" patriotism, that's about the only concession to the "Golly gee whiz!!" end of things.

    The campaign is set in Britain, starting a few months before the U.S. joined the war. That doesn't stop there being some U.S. heroes there to fight the Axis, though...as part of the Lend-Lease program.

    The player played Pendragon, a descendant of Arthur and the current custodian of Excalibur. Because of the attitude toward/about women in the 1940s, the character -- who is female -- wears full-coverage armor and helm. The helm has an enchantment on it to make her voice sound like a man's voice.

    It was with the initial design of Pendragon that some of the "more serious" aspects came into the game. After all, if you carry Excalibur, you're going to use it. If you're fighting to keep enemy soldiers, planes, and tanks off your native soil, you're not going to just chop their guns in half or hit them with the flat of the blade, are you? And...in the comics published back in the 1940s, when a character went to war...well. There was none of the squeamishness we see in today's comics.

    The single biggest problem I had was discarding modern views and mindsets and trying to use those that were prevalent at the time. A trivial example to illustrate: two sessions in, my player looked and me suddenly and said "Something's been bothering me, and it finally hit me. Not nearly enough people are smoking. During the war, everyone smoked." I blinked, agreed, and made it a point from then on to insert little bits like that in the game.

    It also came to me near the end of the series of game sessions, that I can't do what I normally do...create the write-ups for a "stable" of NPCs on both sides, and use them for the duration of the campaign. In the next-to-last game session, there was a huge battle including 8 Allied hyper-men and 12 Axis ubermenschen. In that battle, 3 of the Axis members died, and many more were seriously wounded. All of the Allied hyper-men were badly injured or otherwise in a bad way, and one of them very nearly died (stabilized at -3 BODY).

    In other words, it came to me that running a campaign like this, NPCs on both sides are going to die. Possibly with some regularity. Of all the NPCs that I wrote up, only one did not have some kind of Killing attack (even though for a couple of them, it was just the 1/2d6 Killing Strike from Martial Arts).

    Not that this bothers me that much -- it is war, after all -- but it's a bit of a paradigm shift from the usual Silver Age-style stuff I run.

    I wish I could share the NPC write-ups with you, but a great many of them have appeared in previous HERO publications, and even though I've extensively re-written them, since the names are the same I feel it would be infringing on HERO Games' copywrite if I posted them. I may post some that are entirely of my own making, but the vast mass of those haven't been converted into full characters in Hero Designer yet.

    It also occured to me that, contrary to the way most Golden Age things I've seen are done, both the PC and the NPCs ended up being much more powerful than the usual starting 350 point characters. Pendragon, for example, came in at 625 points. Most of the NPCs are in that ballpark, points-wise, though there are some exceptions. Esprit de Corps, for example, a French hyperwoman, is over 800 points. I didn't set out to run a "high-powered" game, just created the NPCs in ways that "felt" right for what I was trying to do -- and that wasn't firmly defined in my mind, and to some extent still isn't -- and they wound up costing what they did.

    All in all, it was a very good time, with lots of drama, big fights, heroic acts, and evil Nazi plots to be stopped.

    Now, I'd like to ask for some of your views.

    Have any of you ever run a Golden Age game that wasn't of the "Golly gee whiz" variety, but was more along the lines of what I'm talking about? If so, how did it go? Any tips or tricks or suggestions for the next time I run stories in this campaign setting?

    Even if the Golden Age game you ran was of the "Golly gee whiz" variety, what social conventions from the period did you find caused you the most trouble? Any tips on keeping them straight?

    Any comments or questions about my game? So much happened, and so many little details, I don't really know where to begin on telling the details. It might be easier for me to answer any questions people might have, or talk about things they're wondering about. The reason I'm asking for this is that I'm trying to 'gel' some things about the campaign in my own mind, and I'm not really certain yet even what needs to be 'gelled', so I'm hoping some questions or discussion might help get focus in on such things.
    Last edited by Dr. Anomaly; Jul 19th, '05 at 01:52 PM.
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    Re: Golden Age Champions

    Quote Originally Posted by Dr. Anomaly
    First off, at the request of my player, though it was set in WWII, it for the most part avoided the "Golly gee whiz!!"-type of stuff most people seem to associate with the Golden Age comics. Instead, it being war, the heroes carried guns or had powers that allowed them the option of lethal force. Though there was some of the "edge-of-silliness" patriotism, that's about the only concession to the "Golly gee whiz!!" end of things.
    Golden Age is one of my favorite games to run. But I confess, I'm unclear what you mean by "Golly gee whiz!" stuff. Can you elaborate? I ask because in my experience, adopting the simpler tone of GA comics is not at all in contrast to lethality. Especially in war stories, people got gunned down and blown up and fell off of cliffs all the time.

    It was with the initial design of Pendragon that some of the "more serious" aspects came into the game. After all, if you carry Excalibur, you're going to use it. If you're fighting to keep enemy soldiers, planes, and tanks off your native soil, you're not going to just chop their guns in half or hit them with the flat of the blade, are you? And...in the comics published back in the 1940s, when a character went to war...well. There was none of the squeamishness we see in today's comics.
    Right, exactly. They weren't nearly as graphic as they are now (until horror comics boomed, anyway) but they weren't squeamish about people dying. Comics emulated adventure serials and features, and were only as graphic as those. Which is to say, if the hero shoots a bad guy, the bad guy just crumples and falls. If the hero chops or stabs a bad guy, the bad guy... just crumples and falls. If something really nasty happens, it's offscreen. (Heck, in Lugosi's original film, Dracula gets staked offscreen.)

    To me that's the difference between the Golden Age and modern sensibilities. Golden Age attaches no intrinsic value to character's demise. As a story element, it's just something that happens now and then (more often for some characters & settings than others). In modern stories it's treated as over-the-top or graphic or "hardcore." There's often hand-wringing over morality and whatnot. That's not present in Golden Age. (Which isn't to say that all GA characters were bloodthirsty, of course. Only that death in the comics wasn't given any particular real-world social context.)

    The single biggest problem I had was discarding modern views and mindsets and trying to use those that were prevalent at the time.
    Period color is one of my favorite parts of running GA.

    It also came to me near the end of the series of game sessions, that I can't do what I normally do...create the write-ups for a "stable" of NPCs on both sides, and use them for the duration of the campaign.
    What I do, more informally than systematically, is to divide my NPCs into two camps - "disposable NPCs" and "campaign NPCs" (I just now made up those terms). Since villains often die at a scenario's climax, I only put "disposable" villains in situations where that might happen. If I want a villain to survive for longer, I always have a foolproof (as much as possible) escape plan. That can be anything from watching the proceedings safely through a video screen to switching with a decoy at some point during combat (sometimes retroactively ) to having a heat-proof escape boat hidden in the lava pit, so when the villain falls in the heroes think he's dead (of course my players are happy to proclaim, "No one could have survived that.").

    In other words, it came to me that running a campaign like this, NPCs on both sides are going to die. Possibly with some regularity. Of all the NPCs that I wrote up, only one did not have some kind of Killing attack (even though for a couple of them, it was just the 1/2d6 Killing Strike from Martial Arts).

    Not that this bothers me that much -- it is war, after all -- but it's a bit of a paradigm shift from the usual Silver Age-style stuff I run.
    I'd keep an eye on that, though. It's easy to assume that characters in the middle of a war will haul around the biggest killing attacks they can find; but that in itself is a modern sensibility. Characters from Captain America and Bucky to the Vision and the Spectre and the Sub-Mariner did just fine - and sent plenty of bad guys to their graves - with no Killing Attacks at all.

    It also occured to me that, contrary to the way most Golden Age things I've seen are done, both the PC and the NPCs ended up being much more powerful than the usual starting 350 point characters.
    I've seen it before. Remember that Superman, the Spectre and the Sub-Mariner are Golden Age characters, too. You just have to scale up the challenges.

    Also remember, though, that the inclusion of supervillains is itself a fairly non-Golden Age thing to do. So you'll have to reconcile that Ymir the Fire Giant can lay waste to as many Allied tank brigades as Superman can to the Axis.

    Whoops, out of time for the moment. I'll add more tonight.

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    Re: Golden Age Champions

    Quote Originally Posted by austenandrews
    Golden Age is one of my favorite games to run. But I confess, I'm unclear what you mean by "Golly gee whiz!" stuff. Can you elaborate? I ask because in my experience, adopting the simpler tone of GA comics is not at all in contrast to lethality. Especially in war stories, people got gunned down and blown up and fell off of cliffs all the time.


    Right, exactly. They weren't nearly as graphic as they are now (until horror comics boomed, anyway) but they weren't squeamish about people dying. Comics emulated adventure serials and features, and were only as graphic as those. Which is to say, if the hero shoots a bad guy, the bad guy just crumples and falls. If the hero chops or stabs a bad guy, the bad guy... just crumples and falls. If something really nasty happens, it's offscreen. (Heck, in Lugosi's original film, Dracula gets staked offscreen.)

    To me that's the difference between the Golden Age and modern sensibilities. Golden Age attaches no intrinsic value to character's demise. As a story element, it's just something that happens now and then (more often for some characters & settings than others). In modern stories it's treated as over-the-top or graphic or "hardcore." There's often hand-wringing over morality and whatnot. That's not present in Golden Age. (Which isn't to say that all GA characters were bloodthirsty, of course. Only that death in the comics wasn't given any particular real-world social context.)


    Period color is one of my favorite parts of running GA.


    What I do, more informally than systematically, is to divide my NPCs into two camps - "disposable NPCs" and "campaign NPCs" (I just now made up those terms). Since villains often die at a scenario's climax, I only put "disposable" villains in situations where that might happen. If I want a villain to survive for longer, I always have a foolproof (as much as possible) escape plan. That can be anything from watching the proceedings safely through a video screen to switching with a decoy at some point during combat (sometimes retroactively ) to having a heat-proof escape boat hidden in the lava pit, so when the villain falls in the heroes think he's dead (of course my players are happy to proclaim, "No one could have survived that.").


    I'd keep an eye on that, though. It's easy to assume that characters in the middle of a war will haul around the biggest killing attacks they can find; but that in itself is a modern sensibility. Characters from Captain America and Bucky to the Vision and the Spectre and the Sub-Mariner did just fine - and sent plenty of bad guys to their graves - with no Killing Attacks at all.


    I've seen it before. Remember that Superman, the Spectre and the Sub-Mariner are Golden Age characters, too. You just have to scale up the challenges.

    Also remember, though, that the inclusion of supervillains is itself a fairly non-Golden Age thing to do. So you'll have to reconcile that Ymir the Fire Giant can lay waste to as many Allied tank brigades as Superman can to the Axis.

    Whoops, out of time for the moment. I'll add more tonight.
    Wasn't Ymir the Ice Giant; Surtur the Fire?
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    Re: Golden Age Champions

    Have any of you ever run a Golden Age game that wasn't of the "Golly gee whiz" variety, but was more along the lines of what I'm talking about?
    When my GM runs Golden Age supers, it almost feels like Shadowrun. very pragmatic, to put it gently.
    What social conventions from the period did you find caused you the most trouble?
    I'm bad at historical chronology. The GM tells me that it's such-and-such date, at the battle of this-and-that, then we get into another 5 or 10 minutes of me asking "Has X or Y happened yet? Is Z still alive?" and so on. Having a patient GM who loves the source material helps tremendously.
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    Re: Golden Age Champions

    Quote Originally Posted by Enforcer84
    Wasn't Ymir the Ice Giant; Surtur the Fire?
    Not necessarily in a Golden Age game.

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    Re: Golden Age Champions

    I ran a rather long Golden Age game set mainly in the European Theatre. The one requirement for the PC's was that they had to be in the military. I ran it like the heroes were part of the O.S.S. and fought with resistance groups and basically were a kind of superpowered commando squad. They had no problem with killing and in fact I had a Norwegian Werebear who had bloodthirsty as a disadvantage. His entire village was killed by an S.S. squad and he ended up wiping out the whole squad the first time he changed.

    I never really got the whole homefront hero as being the only method in order to play even though I did have a face team in my campaign.
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    Re: Golden Age Champions

    Quote Originally Posted by Enforcer84
    Wasn't Ymir the Ice Giant; Surtur the Fire?
    Yes, Ymir was King of the Frost Giants to be precise.

    Here's some info on Ymir: http://en.wikipedia.org/wiki/Ymir

    Surtur was also the Leader of The Fire Giants.

    Here's some info on Surtur: http://en.wikipedia.org/wiki/Surtur

    Hey Enforcer84...You been Repped!!! Excellent Norse Mythos Knowledge. Way to go Big E!!!
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    Re: Golden Age Champions

    Quote Originally Posted by MisterBaldy
    Hey Enforcer84...You been Repped!!! Excellent Norse Mythos Knowledge. Way to go Big E!!!
    Hey, no fair, I made that mistake intentionally! I do that all the time in Golden Age games, because it accurately reflects the source material. Always good for a chuckle.

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    Re: Golden Age Champions

    Quote Originally Posted by MisterBaldy
    Yes, Ymir was King of the Frost Giants to be precise.

    Here's some info on Ymir: http://en.wikipedia.org/wiki/Ymir

    Surtur was also the Leader of The Fire Giants.

    Here's some info on Surtur: http://en.wikipedia.org/wiki/Surtur

    Hey Enforcer84...You been Repped!!! Excellent Norse Mythos Knowledge. Way to go Big E!!!
    Woot!
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    Re: Golden Age Champions

    Quote Originally Posted by austenandrews
    Hey, no fair, I made that mistake intentionally! I do that all the time in Golden Age games, because it accurately reflects the source material. Always good for a chuckle.
    I kind of thought so...hard to believe a Gamer, particularly a GM would make a mistake like that.
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    Re: Golden Age Champions

    (Continued from above...)

    Quote Originally Posted by Dr. Anomaly
    Have any of you ever run a Golden Age game that wasn't of the "Golly gee whiz" variety, but was more along the lines of what I'm talking about? If so, how did it go? Any tips or tricks or suggestions for the next time I run stories in this campaign setting?
    Again, I'm not exactly sure what you're referring to with "Golly gee whiz." If you mean you're running WWII superheroes as written by Quentin Tarantino, then no, I've never done that; it wouldn't really be Golden Age anymore. If you're talking about WWII superheroes as written in Batman-esque "noir lite" (which is a bit how Captain America would have been, if you took Bucky out of the equation) then yes, I've been there.

    Personally I enjoy the power fantasy aspect of superheroes, and that goes double for GA. My GA campaigns are bursting with two-bit goons that the PCs can mow through like amber waves of grain. The catharsis would be magnified at the power levels you've described. With PCs in the 600-800 pt. range, I'd literally be throwing them against battleships and tank brigades and bomber squadrons. (I once had a Sub-Mariner-clone PC use his trident to carve a fully-manned U-boat in half.) The sheer amount of BODY damage thrown around would be entertaining.

    At the same time I'd be absolutely sure that in nine out of ten cases, brute force alone won't solve the scenario. Even the Spectre had to investigate. That's where the good period references really come into play.

    And in any case I'd say don't lose sight of the source material. If Der Schwartzenteufel has built a giant, cheesy-looking death ray to sink Allied supply ships, (A) the fact that it's cheesy-looking doesn't mean it's not highly lethal, and (B) the fact that it's highly lethal doesn't mean it's not cheesy-looking. If that makes any sense.

    Even if the Golden Age game you ran was of the "Golly gee whiz" variety, what social conventions from the period did you find caused you the most trouble? Any tips on keeping them straight?
    I never had a problem with smoking, sexism, racism (toned down), romantic customs, pop culture, etc. I took my cues from old noir films, as did my players, by and large; and noir films were generally fast and loose enough to reconcile modern liberal sensibilities with the time period. But I often had trouble with rationing and other homeside wartime measures. Everyone remembers scrap metal and nylons and Rosie the Riveter, but beyond that I would get lost. Dunno why it was that in particular.

    Ultimately I found that old movies were the best solution. I'd never hope for all my players to be geeks about the period, but I could get them to sit down to a good Bogie flick. Old movies would give the group a nice "baseline" for the period. Beyond that I could slip in other details as I remembered them or as research turned up something with a good hook.

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    Re: Golden Age Champions

    Personally, the one GA game that I played in was for the Marvel Saga system and ran by Rikathos ... it was a ton of fun


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    Re: Golden Age Champions

    Quote Originally Posted by austenandrews
    Golden Age is one of my favorite games to run. But I confess, I'm unclear what you mean by "Golly gee whiz!" stuff. Can you elaborate? I ask because in my experience, adopting the simpler tone of GA comics is not at all in contrast to lethality. Especially in war stories, people got gunned down and blown up and fell off of cliffs all the time.
    When you ask most people what they think of when they think "Golden Age" and you get things like:

    "Holey hopping hockeysticks, Batman! The Joker's getting away!"

    "Hahahahahahahaha! That's right, Boy Blunder! Hahahahahaah!"

    In other words, cheesey, lame humor, bad jokes, and so on. (See the animated Batman episode where you have kids telling each other stories of what they think Batman is like. One tells the Frank Miller Batman; one tells a "Golden Age" Batman story.)

    If it's not quite so out-and-out silly, it's more like...the Justice League episode where they wind up in a parallel world that seems never to have left its Golden Age. Hokey theme villains, a truck full of dynamite whose brakes fail just as its coming up on a busload of nuns, that sort of thing.

    In my experience, that seems to be what most people think "Golden Age" means. And that's what I was trying to avoid, though I did leave a touch of it in, usually via the ultra-patriot types. (That is, the way they talked sounded like some of the more hokey Allied propaganda films of the time.)

    And I should note that people are generally thinking of homefront heroes when they think these things, not about heroes actually on the lines. Since I was setting mine in England, with frequent missions across into occupied France, it was easier to avoid those things than it might have been otherwise.
    Quote Originally Posted by austenandrews
    Right, exactly. They weren't nearly as graphic as they are now (until horror comics boomed, anyway) but they weren't squeamish about people dying. Comics emulated adventure serials and features, and were only as graphic as those. Which is to say, if the hero shoots a bad guy, the bad guy just crumples and falls. If the hero chops or stabs a bad guy, the bad guy... just crumples and falls. If something really nasty happens, it's offscreen. (Heck, in Lugosi's original film, Dracula gets staked offscreen.)

    To me that's the difference between the Golden Age and modern sensibilities. Golden Age attaches no intrinsic value to character's demise. As a story element, it's just something that happens now and then (more often for some characters & settings than others). In modern stories it's treated as over-the-top or graphic or "hardcore." There's often hand-wringing over morality and whatnot. That's not present in Golden Age. (Which isn't to say that all GA characters were bloodthirsty, of course. Only that death in the comics wasn't given any particular real-world social context.)
    I don't do things "off screen"...if someone gets shot or badly hurt, there's blood and such as is appropriate, but nowhere near the level of a Friday the 13th slasher pic. Example: one of the first casualties in the big fight I mentioned was Augenblick, a German speedster whose resistant defenses were on the low side. American Eagle (Allied hyper-man) got a tremendously good attack roll and put a couple of rounds from an M1 Garand into Augenblick's chest...and I maxed the BODY: 6's on every damage die. Augenblick stumbled to a halt, a look of surprise on his face, and put a hand to his chest. He pulled it away, saw fingers smeared with blood, and muttered "That's not...possible! I'm too fast...for..." and collapsed. No great gouts of gore, no gaping craters of bloody flesh.

    Quote Originally Posted by austenandrews
    Period color is one of my favorite parts of running GA.
    That's the part I'm having the most trouble with, because so many of my reflexes and speech habits are...well...habits! A few times I didn't catch myself in time and had to say "No, wait...he wouldn't say that...he'd say 'xxxxxxxxxx' " and then go on. Any tips for improving my 'period color' response success?


    Quote Originally Posted by austenandrews
    What I do, more informally than systematically, is to divide my NPCs into two camps - "disposable NPCs" and "campaign NPCs" (I just now made up those terms). Since villains often die at a scenario's climax, I only put "disposable" villains in situations where that might happen. If I want a villain to survive for longer, I always have a foolproof (as much as possible) escape plan. That can be anything from watching the proceedings safely through a video screen to switching with a decoy at some point during combat (sometimes retroactively ) to having a heat-proof escape boat hidden in the lava pit, so when the villain falls in the heroes think he's dead (of course my players are happy to proclaim, "No one could have survived that.").
    Even though I knew I was setting it during wartime, I'm used to thinking of the deaths of superpowered people as rare, so I was a bit surprised by how high the body count became. I'm more prepared for the mindset now. I think what I may do for the more "disposable" types may be to create a core group of low-level ubermenschen with similar powers...a cut above regular soldiers or Star Wars stormtroopers, but well below the "average" hyper-man in ability. That way I can have a "named" ubermenschen commanding a squad of these lesser types; perhaps my "named" villains might live a trifle longer that way.


    Quote Originally Posted by austenandrews
    I'd keep an eye on that, though. It's easy to assume that characters in the middle of a war will haul around the biggest killing attacks they can find; but that in itself is a modern sensibility. Characters from Captain America and Bucky to the Vision and the Spectre and the Sub-Mariner did just fine - and sent plenty of bad guys to their graves - with no Killing Attacks at all.
    In most cases the Killing Attacks aren't any larger than the damage done by an M1 Garand, so I'm not too worried. Of the killing attacks, the two largest...by far...are those possessed by Esprit de Corp, the most powerful of the Allied hyper-men (at 8d6) and Jagdgauner, the largest but not most powerful of the ubermenschen, at 10d6 Armor Piercing. Esprit de Corp was written up to be a literal tank-buster, among other things. Jagdagauner was written to be able to take out entire naval vessels by himself (he becomes a super-powered megaladon). Both characters made appearances during the course of the month, and neither one dominated play. Jagdagauner was driven off from convoy hunting by Pendragon, and despite her high-damage Killing Attack, Esprit de Corps was responsible for one of the three Axis fatalities in that big fight, and was very nearly killed herself (she's the one that stabilized at -3 BODY).

    So far, "Killing Attack inflation" hasn't been a problem. Esprit de Corp and Jagdagauner have reputations about their abilities, too, so hypermen on the other side know well what they're getting in to when they tangle with one of them.

    Quote Originally Posted by austenandrews
    I've seen it before. Remember that Superman, the Spectre and the Sub-Mariner are Golden Age characters, too. You just have to scale up the challenges.
    Hmmm...true enough. Scaling up the challenges wasn't really a problem, though, since the point levels came out to be approx. equal between the various hyper-men and their Axis counterparts. A few examples:

    599 American Eagle
    624 Pendragon
    415 Big Ben
    600 Blond Bombshell
    800 Esprit de Corps

    682 Jagdagauner
    376 Kriegsmariner
    471 Panzer Grenadier
    666 Unheilvoll Drache

    ...though I should note that both Panzer Grenadier and Kriegsmariner are powered-armor wearers, and so are considerably more effective than their point totals might indicate (because of the price break of getting everything through an OIF).

    Quote Originally Posted by austenandrews
    Also remember, though, that the inclusion of supervillains is itself a fairly non-Golden Age thing to do. So you'll have to reconcile that Ymir the Fire Giant can lay waste to as many Allied tank brigades as Superman can to the Axis.
    So far, I've used an oldie but a goodie: our hypermen tend to fight and therefore neutralize their hypermen, and the other way around. So though you do occassionally get the hypermen of one side or the other engaging regular troops or tank divisions, that's the exception rather than the rule; further, when that happens, there's usually some of the other side's super-powered defenders nearby, who will quickly arrive to engage the enemy hyper-man.

    Having said that, one of the biggest fights was a massive air strike against London, catching them unawares because part of the Chain Home radar stations had been sabotaged in a non-obvious way, reporting clear skies when in fact hordes of enemy aircraft crossed the channel. During that air battle, Pendragon developed the technique of multiple flyby strikes to damage several aircraft with one attack manuever, and got pretty good at it...she alone accounted for over 40 downed enemy aircraft. Right up until she ran into Feindjaeger. She ended up fighting him for the rest of that engagement, and eventually won through the simple fact that he had to withdraw after expending all his ammunition. His plane was heavily damaged, and Pendragon herself had taken some large-caliber armor-piercing rounds in her gut, and was only a few BODY above zero. Her flying horse, Leaping Silver, had likewise been injured.

    (Side note: I'm having to re-write Feindjaeger to make him deadlier. Why? Because while he was a good pilot and gunner...exceptionally good...he wasn't supposed to be an inhuman terror. But during that fight, my dice loved him. I couldn't miss! I consistently rolled 4's and 5's on 3d6 for my attack rolls with him! Fortunately my damage rolls weren't nearly so high on a consistent basis, and the "impregnable" magical armor that Pendragon wears turned most of the damage, but not all of it. In any case, the player now views Feindjaeger as not only a personal nemesis, but as some kind of near-god of aerial combat. Just in case my dice are not so loving of him next time, I'm re-writing him to make him as deadly as he was that night...assuming average die rolls. After all, I don't want to disappoint the player when she crosses paths...and swords!...with him again! After the kind of fight she had with him that night, I think she'd be very disappointed if he only performed "well" instead of "near god-like". )
    Quote Originally Posted by Solomon
    The Ascended Club is the maximum security ward for the criminally insane.
    Quote Originally Posted by Kristopher
    And I honestly don't care what RIAA or MPAA defines as "legitimate", "copying", or "piracy", any more than I care if a sociopathic rapist defines what he does as "love".
    Get some class with the Ravenswood Academy Yearbook!

    Castle Walls

    The HERO Forums Magic project..."What's on your card?" (website)

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    Re: Golden Age Champions

    Quote Originally Posted by mattingly
    When my GM runs Golden Age supers, it almost feels like Shadowrun. very pragmatic, to put it gently.
    I wouldn't call what I did as "dark" as Shadowrun often is, but "pragmatic" feels like a good fit. At least, that's what I was aiming for, and the player seemed satisfied, so I think I managed it.
    Quote Originally Posted by Solomon
    The Ascended Club is the maximum security ward for the criminally insane.
    Quote Originally Posted by Kristopher
    And I honestly don't care what RIAA or MPAA defines as "legitimate", "copying", or "piracy", any more than I care if a sociopathic rapist defines what he does as "love".
    Get some class with the Ravenswood Academy Yearbook!

    Castle Walls

    The HERO Forums Magic project..."What's on your card?" (website)

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    Re: Golden Age Champions

    Quote Originally Posted by starblaze
    They had no problem with killing and in fact I had a Norwegian Werebear who had bloodthirsty as a disadvantage. His entire village was killed by an S.S. squad and he ended up wiping out the whole squad the first time he changed.
    The French hyperman that I've mentioned, Esprit de Corps, is a bit like that. Dr. Qual experimented on her using the Spear of Destiny, and inadvertantly created a very powerful superbeing who escaped his laboratory, taking the Spear with her...though she ended up losing it in the Channel.

    Esprit de Corps is gradually growing in power, because every time a Frenchman dies because of the Axis, she absorbs their spirit. She's haunted by their voices and their dreams, and is not very happy most of the time, though she puts on a good face. She feels like a living incarnation of their lust for vengance, and has no qualms whatsoever about tearing apart Nazis with her bare hands. She also regards herself as "living on borrowed time" and has a sense of her own impending doom. She doesn't mention this anymore, because it disturbs the other heroes with whom she works.

    (Side note: this Golden Age campaign is taking place during the WWII of my usual Champions game setting. Because of a past campaign in which the current solo player's character knew American Eagle, the player knows about Esprit de Corps...and that American Eagle fell in love with her, and that she dies before the end of the war, decapitated by a German 88. The player has asked me if history is fixed and immutable, or if Esprit de Corps might be saved. I've said that history isn't fixed, or there'd be no sense to playing a game set in a prior age. But in the next-to-last game session, Esprit de Corps came frightenly close to death...and now the player is wondering if the dice might be having a thing or two to say about whether or not history is "fixed and immutable"... )
    Quote Originally Posted by Solomon
    The Ascended Club is the maximum security ward for the criminally insane.
    Quote Originally Posted by Kristopher
    And I honestly don't care what RIAA or MPAA defines as "legitimate", "copying", or "piracy", any more than I care if a sociopathic rapist defines what he does as "love".
    Get some class with the Ravenswood Academy Yearbook!

    Castle Walls

    The HERO Forums Magic project..."What's on your card?" (website)

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