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GoldenAge

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Posts posted by GoldenAge

  1. Re: Any tips for high point characters?

     

    I've been GMing Champs since the late 80s. I've done everything from 100 point low level games and up, from Sci-Fi to full 4-Color superheroes... Not that I've done a great job all the time, but I have learned a few things.

     

    First, rather than setting point levels alone, you'll need to set power levels too. A clever player can take 250 points and create a monster! It's just as Derek said above.

     

    Second, keep the heroes guessing. Like Worldmaker says, sub plots and stories that run beneath the main plot line are the meat and potatoes that keep your campaign moving along smoothly.

     

    In addition, mix up your villains and their power levels. Many GM's match their villains with their heroes or make them much stronger. This leads to very exciting and drawn-out battles... fun stuff. But lets get a bit more sophisticated...

     

    There's no reason why a 150-point wannabe villain can't look REALLY menacing or dangerously influence the world. What then happens when the heroes let loose with all of their awesome might against this very impressive foe... only to accidentally KILL him in one blow. Wow, what a conundrum... now they're murderers. So, maybe next time they'll be more cautious... and that hesitation could be their downfall! Mix it up and be creative. Point levels will seem to dissolve and pure characters will emerge.

     

    Remember... points are only creation tools. The real campaign should be about characters. 2000-point characters in one game are still run by the same people who played in that 150-point game. It’s just as easy to enrage, frighten, and confuse them in one game as it is in the other. Work off of the PLAYERS feelings as well as their characters disadvantages.

     

    When I play a large campaign (say 400 points plus) I ask a bit more from the players. These characters are huge and should come with some baggage. Have them participate in the construction of their own environment. Complete histories including associations with people, places and things are a must. Usually, if the players put some time into it, they'll provide enough material to last a lifetime and in so doing will help you customize the campaign to them. A game is SO much better when the story is directly tied to the characters involved. Save the world… blah. Save your daughter from a bloody fate worse than death (and, perhaps, the world at the same time?)… now you’re getting somewhere. Tug on those heartstrings!!!

     

    Lastly, play loose. Know your world inside out and be able to adapt! These guys will have the power to significantly influence their environment. You’ll have to balance that with a bit more work and attention to detail. What is happening across town when the heroes choose to go the other direction? If the heroes defeat a significant threat who/what rushes in to fill the void? These guys aren’t operating in a vacuum. Your world is a living animal. It breathes and grows despite what the characters do to influence it.

     

    Oh, and as far as power becoming an issue over time… it can happen, but comic book characters are always in an evolutionary state. Often they loose or gain new abilities and motivations. Try this once in a while to keep them on their toes. But, if you do, remember to hold on the character's original concept… It’s their character, they’ve worked hard to make him/her and it’d be a shame to bastardize someone’s favorite creation in order to promote your own megalomaniac machinations. ;)

     

    Enjoy!

  2. Re: Superhero Images

     

    Thanks guys.

     

    Until now I've been putting off illustrating my Champs characters (I've been playing since the late 80s). Too much work, not enough play. Maybe, if I'm feeling confident, I'll post some more soon.

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