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John Desmarais

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Everything posted by John Desmarais

  1. I tend to automatically look over at Pelgrane Press - particularly the Essoterrorists and Night's Black Agents lines - for these types of adventures.
  2. But Kree are blue, Coluans are (or should be) green - very green.
  3. Well, pretty much Brainiac 5's "everything". (Hair, color, costume, forehead buttons, spastic behavior - I was left with the impression that whoever developed the character for the show had never looked at a LSH comic and based everything on the 2006 cartoon). Alas, another LSH opportunity lost.
  4. So, anyone planning on being there? (http://www.marscon.net)
  5. Took exactly one week. (I wonder what's done with it during that week?)
  6. Anyone know how long it takes rpg.net to post a submitted review? (Assuming an actual person curates the reviews, I'm sure the the holidays slow things down)
  7. The last time I ran a similar game, I pulled a lot of ideas from here: http://savageearth.net (Keith Curtis's Savage Earth setting)
  8. When given a choice, that choice is always Golden Age.
  9. The Doom Patrol precede the X-Men by several months. (Doom Patrol: June 1963; X-Men: Sep 1963).
  10. Back in the 4th edition days, there was index in the back of Classic Enemies that categorized the villains by a bunch of different criteria (Mastermind, Mercenary, Loner, Alien, Magical, Mutant, etc, etc). Has anyone put together anything similar for the 6th edition villains?
  11. Enjoying the book so far. Lots of cool info - particularly the timeline (love a good timeline). Ties nicely into Champions Universe continuity, but not so much that breaking it out it is difficult. So far my only real complaint (if you can call it such) is that I wish it had a few mostly fleshed out scenarios in it (seeds and hooks are nice, but I'm a lazy time constrained GM sometimes).
  12. Mine arrived this weekend. Still working on chewing through, but.... Bohica? Really?
  13. Canada? I'm not feeling the love here on the US east coast...
  14. No sign of it on my doorstep yet (nor any kind of tracking notification so I have no idea when to expect it).
  15. My intention is to very much NOT go dark - but I'll incorporate ideas from a variety of sources, and even ideas from dark concepts can be used in non-dark games. In the case of this campaign there is not particular "the government is E V I L" vibe. It's just a big bureaucracy, neither good nor evil. The heroes work for a apartment that acts in tandem with the Metro Police, and they are definitely positioned as the Good Guys (rather then the Not A Bad As The Bad Guys Guys). Certain background plot elements require that they be working "within the system" - but not in a darkly depressing "there's a huge evil conspiracy within the British government that the players need to defeat", but more that there are secrets the PCs will need to uncover, and the very existence of these secrets will only become apparent to people within the system. Plus, it provides a framework for financing, equipping, and organizing heroes who have no other reason to be together.
  16. I would tend to lean more towards the smaller/cheaper *Basic Rulebook* as I find that it covers everything I typically use in a "heroic" level game quite well.
  17. When I did a Legion of Super-Heroes inspired game I had each player create three heroes - all built on different point-bases (150, 250, and 375 - this was 4th edition). Anytime there was a break point in the plot players could swap out characters, none of your three characters could accumulate more then an a 10 point XP differential from the others (to force you to play all of them at some point). It worked better than you'd expect, and gave the games some of the "you've got Invisible Kid on the same team as Mon-El?" feel. I've got some of the notes from this campaign (incomplete and poorly edited) online here http://www.herostuff.net/campaigns/c3k/index.html if anyone is interested.
  18. This idea - or something similar - may get stolen (perhaps not in international waters though). I had't really given much thought to how to incarcerate super-powered criminals in a world without super-tech - but given that the PCs will be part of a government task force working directly with the London Metropolitan Police Force, Im sure the question will come up at some point, and this sounds like a great place for "bad things to happen later".
  19. I'll be having the players build their characters in a similar fashion. Although I don't think I'll actually run anything with the PCs pre-powered, I like the idea of the player developing their characters as fleshed out people first, and then adding powers on after.
  20. The Government (in the larger sense) is comepletely unprepared. One small department is oddly well prepared (also part of background plot).
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