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Good Intro Adventure


Talon

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I might have an opportunity to bring new players into the fold, so I'm looking for a good introductory adventure. Here are the traits I'm looking for:

 

1) Simple characters: ideally they should be usable with the Sidekick rules (for those playtesters who can tell :)), but in any event they should be easy for non-Hero people to decipher.

 

2) Good exposure to the rules: this means some combat, some skill use, some powers use, etc.

 

Any suggestions?

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Regrettably I have not read sidekick yet. However the Legion of Hero's adventure Steve sent me to run at the canceled gamefest richmond was pretty straightforward and was intended to be used with the champions as written up in champions universe.

 

I definetly would recommend a narrative explanation to go along with any character to explain What they can do then the new players can learn the mechanics for it as they go along.

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There is a pretty good adventure that matches most of your criteria in Digital Hero #9, "Infectious Enthusiasm" by John Taber. It was explicitly designed as an introduction for new players or to run at a convention. It's a fairly four-color adventure which can be run in one game session, mixes investigative and combat scenes, and benefits from characters with a mix of detective and scientific/technical skills. The adventure includes three color maps and five each of sample heroes and villains built to Standard Super Hero criteria. A few of the characters have custom Limitations on their Powers which might add to the complexity of running them, but nothing terribly exotic.

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Re: Good Intro Adventure

 

Originally posted by Talon

I might have an opportunity to bring new players into the fold, so I'm looking for a good introductory adventure. Here are the traits I'm looking for:

 

1) Simple characters: ideally they should be usable with the Sidekick rules (for those playtesters who can tell :)), but in any event they should be easy for non-Hero people to decipher.

 

2) Good exposure to the rules: this means some combat, some skill use, some powers use, etc.

 

Any suggestions?

 

Not to toot my own horn, but Unearthed Mechana might work for you. It is in DH#12. I also posted a simple fantasy hero adveture on these boards with simple baddies as well.

 

DH also had Vipers folding nest which I really liked.

 

In case you use Unearthed Mechana, It can be split into two sessions or played in one. The initial encounters are pretty easy with a good mega battle at the end. It works with a new players learning curve. There is a section for new GM's (which I know you are not!) You will see skill use, role playing and good combats in the adventure.

 

TOOOT TOOT!

:D

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forgive me for sounding dense

 

Originally posted by Talon

 

1) Simple characters: ideally they should be usable with the Sidekick rules (for those playtesters who can tell :)), but in any event they should be easy for non-Hero people to decipher.

 

Do you mean Simple characters for the Players to run? or simple villains? Or both?

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For me, the classic "starter" adventure is the Viper Nest -- the players versus a fair sized number of agent-leveled opponents -- probably 3 NPC to PC.

 

Another classic, at least for the combat rules, is "Danger Room Tag", but you need an even number and fair amount of players for that to work right (>4 IMO).

 

A slight variant on that would be the "Scavenger Hunt". The main drawback here being you need a fairly good-sized map -- at least large enough that the fastest player needs a full turn to cross it, and large enough to need three or four turns wouldn't be a bad idea. Simply create a laundry list of tasks and set the PC's to work. This is superior to DRT in my opinion because it makes better use of skills. Also, while it *can* be adverserial it doesn't necessarily have to be...

 

EXAMPLE: The PC(or PC's) are told, among other things, that they need a Library Card. Players should have to make an AK roll to know where it is -- or a Conversation roll to get directions, a Streetwise roll to know that the bus marked "Administrative Circuit" stops there regularly... Talker types can go in and make the appropriate Bureaucratics rolls, bullies might find a local studeny and shake them down for one, etc.

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a 'starting' adventure

 

Here, I didn't bother to edit it since I just made it up, but maybe it can be of use for a new campaign's starting point. Naturally you'll need to change "Campaign City" to whatever your setting's name is, and it may require major adjustment if the town is full of current super heroes.

 

I was inspired by the hollywood writer saying "if Nazis did not exist, it would be necessary to invent them"

 

EDIT: I broke it down into three parts due to the size of it. There are a few holes in it you could probably drive a panzer through, and I strongly suggest you adjust and adapt things to suit the mood and feel of your campgain. I was hoping to make something that wasn't too complicated rules wise (to fit Sidekick) yet not too dull. It maybe a tad on the simplistic side, but a patron is a classic way to forge a team group.

 

Even if that patron is a crank :)

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Goodbye, Mr. Liberty: Part I

 

Campaign City has been through many ups and downs in it's history.Particularly proud of it's contribution during World War II (In fact, only last season, a 'Mystery Men and Patriots Museum' opened up to the public); It claims to have always been a city of heroes. Sadly, for the last few years, that has proven no longer true. While Millennium City, New York, and other metropolises seem to have new stories every day about their own local knights in spandex, Campaign City has been rather dull. Many would count this is a blessing....

If it weren't for the sudden rash of crimes.

 

Roughly three months ago, Roberies have been up all over the city. They've been organized with almost military precision. The figures have no super powers, but strike fast, and cutting power to the targets first. They've used outdated but effective weaponry and demolitions to get at there objectives. Naturally, banks are a target; but so have more modern militia armories. As whoever is behind this gains better weapons, they seem to have no problem selling them to the local streetgangs. Result: More street violence over all. The local police, having faced recent budget cuts in the past (everything was peaceful after all) are ill equiped, and not used to this much firepower being hurled their way.

 

(Read/Distribute to any super heroes who are not locals, and are newly arrived)

You've been a super hero for over a year now, and you'd like to think you've got a fair to middling handle on your powers. Some folks even recognize you from time to time. You've outgrown your hometown though and no longer needed there. When you recieved a new job offer in your secret Identity to come to Campaign City, it was almost as if destiny had taped you on the shoulder. You've heard about the rising crime here. Whether your motivation is to help this beleagured once great city's people, to enter a larger stage of crime fighting, or simply to join "the big leagues"; this is your chance.

 

(Read/Distribute to any super heroes who are local, and have been adventuring for awhile)

Much to your annoyance (or is it relief?) the local press doesn't seem to know you've been around for the last year or so. Perhaps you're just an 'urban myth' right now, or maybe the folks who've reported seeing you have been dismissed as loons (Lord knows why, people in costumes are hardly unheard of). Truth to tell, until a few months ago, you're work was light at best. Then all hell broke loose and now you race about the city in a state of perpetual exhaustian it seems. Despite your efforts, these criminals have eluded you. At least the ones who seem to know anything. You've saved lives, and the gangs in YOUR part of town have been smacked down (and they bear you no love for it) but you need help.

 

(Read to any with superpowers who have yet to don a costume but are locals)

This is nuts. Campaign City has never had this much crime in it, well, not since the 1960s or so. A guy can hardly walk down the streets in some places in town without fear of being mugged. Of course, that's the least of your problems. Where as others can b*tch about it, secure that there is nothing 'they' can do, you've recently gained the ability TO do something about it. It sort of takes all the satisfaction of complaining on how the city isn't doing enough. Your great uncle tells you that this city once had heroes. Guys like the 'Victory Brigade' who fought not only crime, but helped save the world in WW2. He makes a rather matter of fact statement how it's a shame no one has the guts to do things for their community anymore. It would appear your gifts do not shield you from guilt trips or the stinging accuracy of the old man's points.

 

BACK TO THE PROBLEM AT HAND:

If our currently solo heroes start to look more firmly into the situation themselves, here's what they might find out by their own detective work, or convincing the police to tell them what's going on.

 

1) Initially, the weapons used by this new crime group seemed to be WW2 surplus, but in remarkable condition for it. The weapons have sense been upgrading to more modern ammunition, but every once in awhile some relic is found.

2) Weapons aren't the only thing military about this crime group. They seem to have the basics of small unit tactics down.

3) The crimes have not always been this succesful. A few early attempts to rob a 'bank' ended up in frustration for the robbers who apparently didn't realize the place dealt primarily in electronic transactions and had little 'hard cash' on site.

4) Yes, the streetgangs are getting their hands on more guns and even ww2 style grenades!

 

Now, the police and media are overworked, but not stupid. They are attempting to connect a few dots themselves. Thus, in an unusual tangent, they've begun looking to citizens who are WW2 veterens. Perhaps one of these guys has betrayed his nation 60 years after the fact? They are not announcing this line of thought to the public at large (And any heroes who want this knowledge better make a good impression/social skill roll) as it would surely rile the town to have their proud heritage tarnished by such. Besides, roughing up 78+year old men is frowned on.

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Goodbye, Mr. Liberty: Part II

 

WHAT DO THE PCs DO?

a) PCs who fight the gangs will find themselves facing now cocky youth with impressive if out dated ammo. The problem is, these punks have no real training in the weapons they are using beyond basics. Luger pistols are no problem, mortar rounds and those funky 'drumstick' grenades are another thing entirely. In short, the gangs may just get themselves killed before all is said and done. As 'heroes' the PCs really probably save the scumwads of the city from themselves. Assuming the GM is encouraging this bit of four color heroics, he should have at least one sympathetic gang member so shocked that someone saved HIM, that said NPC decides to quit the gang, and go straight. At the very least, the gang members might be grateful enough to say that some white guy they call "Ketchup" is the one who gave them the stuff.

 

B) PCs who learn of (or decide on their own) to investigate vetrens of WW2 who might have gone rogue maybe in for a discovery alright, but not the one that they think. Warren York (yes, related distantly to Alvin) is a now 83 year old crank who stubbornly refuses to go to a rest home despite his family's concerns about his growing health problems. His military record is not good... a supply sgt at a cushy assignment at homefront for much of his tour of duty, he was often in danger of being AWOL, and was demoted twice for his slip shod work. Further investigation into the apparently bitter man will reveal, however, that Mr. York has a worn and old costume mothballed in his attic. The appropriate KS or research will reveal that this was the costume of former "Mr. Liberty" The most believed golden age hero of Campaign City. York's secret ID never performed well in the army because he was too busy saving lives and fighting the 5th column in his heroic one. Our PC is not the only one who is looking into Mr York's past though. A lady reporter, Darcy Kimball, is on the same trail and will soon find out as well.

(For a fun bit: Have York be the grand uncle of on of the PCs)

 

c) PCs who decide to wait and foil the next robbery will have to figure out where that next robbery will be. This is a good chance to ask for any rolls you think appropriate (Deduction, Tactics, CK: Campaign City, or even luck etc...). The goons will attempt to recon the area first (Give them all stealth on a 12-) and if they see the PCs before the PCs see them, the robbery will likely be over before it starts. This could be very frustrating for the PCs, do don't have the robbers chicken out too often. Eventually they will grow impatient and risk it. The PCs raw power should likely beat the men if/when a fight occurs, but at least one, the apparent 'squad leader' of the group will make a break for it. As he's the only one who is in contact with the big boss man, it's strongly suggested the PCs catch him :) He won't be an easy nut to crack though, but PCs who really anger him will cause him to slip into German.

 

d) PCs who appear publically before the press and people and announce that they are here to help, if wearing a bright costume etc will be... utterly embraced. They will be a new media darling without much effort. The good folks of campaign city are, frankly, scared, and looking for any solution that offers hope. Sensing the public mood, the mayor is likely to embrace the PC(s) as well. However, the public is fickle, and results BETTER be forth coming or things will go sour soon.

 

e) Much like c, but involving places more than people, some PC may recall, or learn that there is a Golden Age mueseum in Campaign City, that it opened only a few months ago. The curator will be nervous about letting ham handed super heroes near some of the material, but will admit that after a fantastic first month, interest has dropped.Indeed, much of the museaum's exhibites may never even be trotted out. The PCs will be treated to an extravaganza of bright costumes, wax statues, and even some 'GA tech'. There are 'supply rooms' and 'surplus storage' in the back and basement. Should they press... they'll be allowed to see it to, "Though it's really not as of interest, all we had were old german gear." Yes, the Curator has been somewhat self absorbed and unaware of the outside world lately. Much to his shock, he'll discover at this time that "It's gone!"

If pressed, he'll confess this stuff was recently found, and shipped in from an underground bunker in Berlin only recently unearthed. He knew a friend, who knew a friend who arranged for some parts of it to be brought here. He will be relieved to note that one large metal chamber is still here. If pressed, he'll shrug and claim it was some sort of top secret project various heroes stumbled onto, called "Projektkälte Schlaf" or "Project: Cold Sleep". The heroes had actually bigger fish to fry, having stopped a doomsday device, or so it's said, but the Germans weren't allow THAT to be sent over, so they sent the freezing tank instead.

Scientifically minded PCs will realize this is essentially a freezing process, predating our own cyrogenics by decades. History buffs might recall that one of the S.S.'s experiments involved seeing how the human body reacted to intense cold, jews being used as experiments for it.

Let them draw their own conclusions from there.

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Goodbye, Mr. Liberty: Part III

 

OKAY, WHAT WILL HAPPEN?

Up to your PCs, naturally, but here's what's going to happen if they don't do anything.

 

1) Mr Liberty will be exposed, after all these years of retirement. The Press, knowing how hungry the city is for hope, will milk it for all it's worth. Warren will curse and fume, and not have much choice as he is treated to ticker tape parades, and set up to appear at a ceremony honoring him.

 

2) Weißer Frost will realize that PRIMUS, or UNTIL may yet be brought into this situation, despite it's apparent lack of super humans. He's actually counting on it. As he's yet to use his own powers publically, he'll have an element of surprise, and he hopes to steal their technology for Heinz to figure out.

3) Frost will be distracted from this, however, by news that Mr Liberty is alive and his identity now exposed. Frost never met Mr. Liberty, as the hero was more 'homeguard' in his time; but that won't stop an instant hatred and some classic psychological transferance. Despite Heinz' protests, the old man's death just became Weißer Frost's first priority.

 

It will go something like this:

 

Campaign City seems to have turned out in droves at the Municipal Auditorium. A special section for the Vets is on the front row. Up on stage, a cranky (and secretly embarrassed) Warren York will tug at his tie while pictures of his past victories ("I thought they BURNED those damned things") will flash up on a slide show. There will be much fuss and cheering through parts of it. When the lights click back on, the Mayor will make his speech, milking this for all it's politically worth as he praises Warren aka Mr. Liberty. He then formerly gives Warren the Key to Campaign City.

 

The lights will go out again. Shots will be heard, and when they come up again, most of the security detail have been either shot or captured. Weißer Frost stands on the stage.

 

While Warren never faced Weißer Frost personally, he did know of him. His first reaction will be shock, but then he'll announce "You, you're the one behind the crimes. I don't know what pact you made with hell to get your laderhosen wearing #$# to the modern day world, Frost, and I don't care. Get the hell out of my town you nazi punk!"

(It should be noted, even at this age, Warren doesn't scare easily, I reccomend a high PRE for Defense purposes)

 

Weißer Frost will sneer, freeze the key to the city until it's brittle, then break it over his knee. He'll toy brutally with the elderly hero who will put up a valiant, but doomed attempt to resist Frost. Warren will stall for time ,and yell at everyone else to get out, in a voice now cracked with age.

 

When Weißer Frost gets bored with toying with his prey, he'll kill the old man.

 

UNLESS the PCs stop him.

If they haven't done anything else, now is the time. It's a tricky hostage situation (not just Warren, but the guards if you recall) but the guards are distracted by "the show" and Warren is definitely the focus of Frost right now. It's a safe bet to say that once action begins, the PCs have roughly a mere turn (or two, if you're feeling generous) to save the old crank.

 

IF...

Warren dies, it will be going down fighting, or, perhaps even should the heroes win, Warren will need to be rushed to the hospital immediately. His heart is not what it used to be. You may wish to allow York a "deathbed" scene where he wishes "the new generation well... don't #$#$ up." Even if killed in combat, let the old guy go down with a last battle cry "Victory Brigade- Fight on!" Then have him frozen dead, locked in that moment of defiance.

IF...

Warren lives, well, the PCs will be truly heroes in everyone's eyes. Warren will recover, and should the idea of forming a team not have occured to the PCs yet, Warren will make some comments about how dense youngsters are and try to browbeat them into it. "Weißer Frost and his rejects have been showing the nation how vulnerable this town is for months now... villains and punks will be flocking to this city like vultures over a fresh carcas. VIPER, DEMON, F.O.E.... what? FOE is retired? Mmm forget FOE, the point is, they and a dozen super powered hooligans will be all over Campaign City, so get off your dairy airs and form the team already so you'll be ready!"

 

WHAT ARE THESE LOOSE STRINGS THINGEES?

"He's on Ice, didn't hold him before..." - Weißer Frost is (hopefully) captured by the end of all this, and soon safely in stronghold (or even on trial for warcrimes if you so wish). However, villains often break out. I don't reccomed this too soon, as it will make the PCs feel that their efforts maybe pointless, but it's always an option.

 

"Who's got Ketchup?"-Dr. Heinz will assuredly not be on the last raid, which means unless the PCs caught him during the investigation phase, he's still free. You could have him turn into a simple weapon's dealer, have him team up with VIPER (or even better, ARGENT), or get really dramatic and have him eventually become a super villain himself.

 

"The Bazooka for Dollars program" - A lot of streetgangs still have some very dangerous ww2 surplus. Some of it might (at your discretion) even be experimental surplus that somehow slipped official notice. The PCs will definitely want to take these toys away.

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Originally posted by Lord Liaden

There is a pretty good adventure that matches most of your criteria in Digital Hero #9, "Infectious Enthusiasm" by John Taber. It was explicitly designed as an introduction for new players or to run at a convention. It's a fairly four-color adventure which can be run in one game session, mixes investigative and combat scenes, and benefits from characters with a mix of detective and scientific/technical skills. The adventure includes three color maps and five each of sample heroes and villains built to Standard Super Hero criteria. A few of the characters have custom Limitations on their Powers which might add to the complexity of running them, but nothing terribly exotic.

 

Thanks Lord Laiden. Yeah...this would be a good way to go. I ran this sucker over 5 times and everytime the battles were pretty darn balanced. The PC are pretty generic, the story is pretty simple, it is a good starter. When I made it up the intent was to use it for a LOH game at a convention or an intro game for new players. ;)

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