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Signs your Champions GM is now (fill in the blank)


Hermit

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Re: Signs your Champions GM is now (fill in the blank)

 

J.K. Rowling continued:

 

16) At the climactic point of the adventure, something will save you, but you won't know why. This will be explained by some post-game exposition by the Mentor NPC.

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Re: Signs your Champions GM is now (fill in the blank)

 

Signs your Champions GM is now Russell T. Davies:

 

1. You notice your current adventure arc is structurally very similar to the last one. And the one before that.

 

2. You've defeated your arch enemy and obliterated all trace of him from the universe forever...three times...in the last two years.

 

3. You catch a glimpse of a major NPC/GMPC's character sheet and see...

The Jack Effect: Major Transform 10d6 (Heterosexual Person Into Bisexual Person), Area Of Effect (49" Radius; +1), MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1); Gradual Effect (1 Day; -1 3/4), Always On (-1/2), No Range (-1/2), Limited Target (Sentient Beings; -1/4).

 

(The last one will be clear to anyone who's seen pretty much any episode of "Torchwood"). :D

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Re: Signs your Champions GM is now (fill in the blank)

 

Signs your Champions GM is now David Queenann:

  • Stories sometimes hinge on decisions that require player's understand the distinction between morality and ethics, but when in doubt: punch it out.
  • Every story is hard-boiled, noirish, filled with shifty characters, and steeped in brutally chopped down dialect and slang: genre-shmenre.
  • Character dialog, especially the bad-guys dialog, contains biblical references, homilies, literary criticism, and socio-political commentary.
  • All named non-player characters are psychological dichotomies: the moral thug; the honest thief; the ethical (but amoral) cop; the modest call-girl; etc.
  • Being familiar with the period (40's-50's), old movies, and neo-noir literature is the best way to catch plot events on the bounce (hints at plot relevancy are often nested in such references: i.e., if there are three bars in the neighborhood you're canvasing and one of them is named the Blue Parrot... GO TO THE BLUE PARROT).
  • The campaign spanning mega-plot doesn't exist, but there are various discrete major plot-lines advancing at once and the world is so interconnected that the players find themselves maintaining a massive wall-diagrams - and arguing over whose diagram is right with lots of exclamations: "but you know how Dave is...!"
  • The individual major plot arcs are resolved (and some new ones are born), but the game goes on until the players have turned all the discrete events into one giant mega-conspiracy they can live with.
  • When the game is over everyone has a different theory of what the conspiracy was, but the game-master says nothing*
  • All characters have intricate backgrounds woven into the game-world that often include real-world historical events (albeit rendered pulpy for play).
  • There are two options: understand the basics of espionage trade-craft and police procedure... or have enough style and movie acumen to make the scene work anyways.
  • All major villains are heading organizations with good public relations; deep, long-running conspiracies; and historical rivalries.
  • You can always tell the major villains and henchmen from the goons because they pose, flex, make dramatic entries and exits, and talk a lot.
  • The government doesn't even blink over the large number of black programs that have become borderline rogue operations - or have simply adopted their own agendas.
  • Tabloids, society pages, Coast to Coast AM, and urban myths are major sources of leads - those guys are always right.
  • No one thinks its odd that the heroes are walking around in sunglasses - day or night - and MIB suits.
  • Yes, that's right: "discombobulation pistol."
  • Red commie-scum, retro-nazis, alien conspirators, atomic horrors, ethnic masterminds, wuxia hordes, creepy bald egyptian dudes, historical personages, and mobsters are all prevalent players.
  • The one's with super-powers may be the heavies, but the supernormals are the ones you should be afraid of...
  • The mooks had a what?!
  • GM: "You do what?! No, wait. Are you really, really sure?!" = DIVE FOR COVER.
  • "Get me the President!" is code for "let's get ready to rumble."
  • It was reasonably safe until the big-showdown, but now the kid gloves are off... expect something totally zany and over-the-top.
  • Its the 1950's, but Coast to Coast AM, sunglasses, and a national super-spook team that look like an EOE recruiters dream-team elicit no comment - this despite the fact that one character can't vote in his home state (American Indian in New Mexico) and another isn't allowed to marry a Caucasian man in her home state (Chinese in California).
  • The Major GM PC who runs the agency you work for is chuff and trying to avoid you so that you'll go get to the bottom of things and grab all the glory without him! And sometimes he succeeds...

*Only one player actually knows what happened in any given campaign arc and he only knows because he bought the game-master pizza during a side-solo-game. Its always the same player - the one who didn't offer a theory - and his private guess is usually the closest of them all.

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Re: Signs your Champions GM is now (fill in the blank)

 

Signs your GM is now Hermit

----------------------

 

At least half the female superheroines and villainesses wear fishnets.

 

At least half the female DNPCs will, either temporarily or permanently, become a superheroine or villainess.

 

You may have to threaten bodily harm to keep Foxbat from appearing less than once every three sessions.

 

Judging by how many mystic encounters your science hero has, and how many hight tech encounters your mystic hero has, you may think your GM is a bit... confused.

 

There are way too many leggy redheaded females than are normal for the population.

 

Often in Fishnets.

 

Aliens WILL play a part, even if it doesn't make sense.

 

Some of your oddest requests maybe answered with 'roll luck unluck' as a cop out.

 

Lines that make the GM snort soda out of his nose may earn you exp

 

Unless you're making jokes about a villain he intended to ominous.

 

He's petty that way.

 

Did I mention the fishnets?

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Re: Signs your Champions GM is now (fill in the blank)

 

Signs your GM is Bill Carone*

 

1) You don't want to take a "More Powerful" hunted.

2) No really, you don't

3) Prepare to reap the consequences of your actions

4) There are no stupid PC concepts

5) Humor should get you an xp bonus, but never does.

6) At least one Player v Player comabt will happen. And it will be entertaining

7) Some of the most feared villains work for the government

8) Some of the most noble heroes work for the government

9) Golden Avenger does not appear in the elevator.

 

 

 

 

*my best friend and most often GM during our high school games.

S'up Bill.

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Re: Signs your Champions GM is now (fill in the blank)

 

Signs your GM is now Hermit

----------------------

 

At least half the female superheroines and villainesses wear fishnets.

 

At least half the female DNPCs will, either temporarily or permanently, become a superheroine or villainess.

 

...

 

There are way too many leggy redheaded females than are normal for the population.

 

Often in Fishnets.

 

...

 

Lines that make the GM snort soda out of his nose may earn you exp

 

...

 

Did I mention the fishnets?

I nominate Hermit for GM of the year. :thumbup:

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Re: Signs your Champions GM is now (fill in the blank)

 

Sings your GM is now Gail Simone

 

1. She gets you to roleplay out "girl talk"... and you end up ENJOYING it.

2. Out-of-game, she always makes aggravating teases about upcoming sessions.

3. She goes ballistic when you say the word "refrigerator".

 

Signs your GM is now William Moulton Marston

 

1. PCs seem to end up tied up a lot...

1a. ...ESPECIALLY the female ones.

 

Signs your GM is now Yoshiyuki Tomino

(Creator of Mobile Suit Gundam, among other things)

 

3. Much waxing philosophical about human destiny

2. Two words... teenage angst.

1. Three letters... T... P... K.

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Re: Signs your Champions GM is now (fill in the blank)

 

I've never found anything else by him' date=' anywhere.[/quote']

 

 

There is one other great Paul Kidd Book, now Out of Print, but Amazon seems to have plenty left. Its one of the best Fantasy novels I ever read:

 

Mus of Kerbridge

 

Its set in his Lace & Steel universe, an analog of 1500s Europe populated by Humans, Centaurs, fairies and harpies, and one bespelled into intelligence mouse, the Mus of the title character.

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Re: Signs your Champions GM is now (fill in the blank)

 

There is one other great Paul Kidd Book, now Out of Print, but Amazon seems to have plenty left. Its one of the best Fantasy novels I ever read:

 

Mus of Kerbridge

 

Its set in his Lace & Steel universe, an analog of 1500s Europe populated by Humans, Centaurs, fairies and harpies, and one bespelled into intelligence mouse, the Mus of the title character.

 

Oooh.... I'll have to look for it!

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Re: Signs your Champions GM is now (fill in the blank)

 

There is one other great Paul Kidd Book, now Out of Print, but Amazon seems to have plenty left. Its one of the best Fantasy novels I ever read:

 

Mus of Kerbridge

 

Its set in his Lace & Steel universe, an analog of 1500s Europe populated by Humans, Centaurs, fairies and harpies, and one bespelled into intelligence mouse, the Mus of the title character.

 

Oooh.... I'll have to look for it!

 

I probably mentioned them already, but again, his novels Whisper of Wings and Fangs of K'aath are also worth the time and trouble it takes to get a copy.

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Re: Signs your Champions GM is now (fill in the blank)

 

Signs your Champions GM is Bruce Campbell

 

1. All the NPCs are wise-acres who are faster on the draw with one liners than you.

 

2. Theyre devilishly good looking, to boot. Just ask them!

 

3. The innate power of a superhero is directly proportional the size of his chin.

 

4. Nothing ever goes like you think it will.

 

5. Thats a good thing.

 

6. Somewhere down the line you end up having to hijack or destroy Sam Raimi's car.

 

7. If you find yourself in the back of a pickup early on a Sunday morning, driving through the morning mist through a small mountaan town, and the people are just going into Church when they see you sitting in the back of the pickup covered in blood, just smile and wave. Smile and wave.

 

8. Hail to the King, baby.

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Re: Signs your Champions GM is now (fill in the blank)

 

Signs your GM is now David Gemmell:

 

1) The story starts with your characters as pre-teens, if not before their actual birth. If the story instead starts when your characters are adults, they'll be in their forties or older, with twenty pages of character background for you to memorize and reference.

 

2) You can be sure that throw away lines in this adventure ("I disliked the story where the gods broke the siege", "Going into Hell to rescue a princess is the sort of thing you'd do") will be used as scenes or plot lines in the next campaign.

 

3) Most battle plans, and most battles, are lifted from history. Expect Thermopyle and The Alamo to happen again and again.

 

4) When cornered, attack.

 

5) Being a PC is no guarantee you won't be horribly mauled, tortured, raped, or killed. The purpose of such scenes will not be GM power tripping, but to allow your character to demonstrate heroism by coming back from utter defeat (even death, though in that case you'll probably only get to make a cameo).

 

6) The old man with the axe is a better fighter than you are. Just accept it.

 

7) Don't sell the angry pretty boy teen short either, especially if he has eyes of two different colors.

 

8) It may be the same basic story over and over, but it's a good story.

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