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starblaze

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Posts posted by starblaze

  1. I almost always end up coming back to Champions.  I have run other games, Castles and Crusades, Amazing Adventures, BASH and many others but I eventually end up going back to my first love. 

     

    It wasn't my first RPG, Holmes D&D was that, or my first Superhero RPG, Villains and Vigilantes was that but I still end up getting Champions because it is the only crunchy game that I comfortable with.  Running the game just feels like putting on a pair of comfortable shoes.

  2. On 2/21/2005 at 11:01 PM, Agent333 said:

    Re: X-men characters

     

    This is a take on Angel that differs from the norm. It's loosely based on Angel as he appeared in Chuck Austen's infamous run on Uncanny X-men last year.

     

    ANGEL

     

    Val: Char: Cost

    30 STR 20

    30 DEX 60

    25 CON 30

    15 BODY 10

    13 INT 3

    13 EGO 6

    16 PRE 6

    16 COM 3

    25 PD 19

    10 ED 5

    5 SPD 10

    11 REC 0

    50 END 0

    45 STN 2

    Total Cost = 174

     

    Super Powers

    50 Wings Multipower (active: 75); Restrainable (-1/2)

    5u. #1) Combat Flying Flight 20â€, 4x NCM; ½ END (+1/4), Combat

    Acceleration/ Deceleration (+1/4) 4

    1u. #2) Cruising Gliding 20†0

     

    16 Expert Flying +8 Skill Levels w/ Flight

    8 Sharp Eyes +2 w/ Sight perception, +4 Telescopic Sight

    11 Healing Factor Regenerate 1 Body/ turn, Regrow limbs

    11 Healing Blood Healing 1D6 Body; Reset Rate [each turn]

    (+1 ½), Gestures (-1/4), Others Only (-1/2), Side Effect: 2D6 EB per use to

    Simulate the bleeding damage Angel takes (-1/2) 2

    7 Endurance Training ½ END on 30 Strength (+1/4) 1

     

    22 Bastard Sword HKA 2D6; 0 END (+1/2), OAF (-1) 0

     

    6 Micro-weave Kevlar Suit Damage Resistance 10 PD/ 10 ED:

    OIF (-1/2)

     

    Aerobatic Fighting Martial Arts

    5 Passing Strike +1, +0, 6D6 +v/5, F Move

    5 Flying Grab -2, -1, Grab 2 limbs, 40 STR, F Move

    5 Passing Throw +0, +0, 6D6 +v/5, F Move, target falls

    5 Flying Dodge ---, +4, dodge all, abort, F Move

    1 Use MArtial Art w/ Swords

     

    Skill/ Talent/ Perq

    2 WF Common Melee

    3 +1 w/ Martial Arts

    3 Acrobatics 15-

    3 Breakfall 15-

    3 Stealth 15-

    3 Teamwork 15-

    3 Concealment 12-

    3 Navigation (air) 12-

     

    Disadvantages

    Dis Fea: Detects as a Mutant -10

    Soc Lim: Mutant minority -10

    Dis Fea: Big Wings (effort, noticed) -10

    Psy Lim: Fearlessly Heroic (Com, Total) -20

    Psy Lim: Thrill seeker (Common, Strong) -15

    Psy Lim: Contempt for Society (Com, Mod) -10

    Hollow Boned Vulnerable to Normal

    Physical Attacks (Common, 1 ½x Body) -10

    Hunted by Brotherhood of Mutants

    (More powerful, 8-) -15

    Quirk: Restless Nature, always moving -1

    Quirk: To relax, flies as high as he can -1

    Quirk: Acts like a righteous hero -1

    Quirk: Intolerant of mutant bigots -1

    Quirk: Closet nudist -1

     

     

    Character Total = 355 points

     

    House Rules:

     

     

    (edit: reduced Flight to balance points. What I get for making a character at 3 a.m.)

    When the hell did Warren get a Bastard Sword!?

  3. Being someone that has ran several long running and successful campaigns I have to say that although I love the system it can be a chore to run a game with multiple players.  The character creation is also very flexible and creative but it can be intimidating to players concerning how to make a character.

     

    Many people that are used to more limited systems like D&D as well as others will actually prefer the limitations because they are at least easier to grasp and make characters with.  It's also easier on the GM to run a game that is more rules light.  I ran a teen Champions game to quite awhile but when I ended it I picked up Castles and Crusades, a rules light D&D type and it was more relaxing.  Still, I will run a Hero System game again but only if the other players RTFM so I don't end up doing all the work.  That was one of the reasons I quit running the game after some time.


  4. [b]Mongo - [/b]
    [table]
        [tr]
            [td="align: center"][b]VAL[/b][/td]
            [td="align: center"][b]CHA[/b][/td]
            [td="align: center"][b]Cost[/b][/td]
            [td="align: center"][b]Total[/b][/td]
            [td="align: center"][b]Roll[/b][/td]
            [td="align: left"][b]Notes[/b][/td]
        [/tr]

        [tr]
            [td="align: center"]30[/td]
            [td="align: center"]STR[/td]
            [td="align: center"]20[/td]
            [td="align: center"]30[/td]
            [td="align: center"]15-[/td]
            [td="align: left"]HTH Damage 6d6  END [3][/td]
        [/tr]


        [tr]
            [td="align: center"]12[/td]
            [td="align: center"]DEX[/td]
            [td="align: center"]6[/td]
            [td="align: center"]12[/td]
            [td="align: center"]11-[/td]
            [td="align: left"]OCV 4 DCV 4[/td]
        [/tr]


        [tr]
            [td="align: center"]28[/td]
            [td="align: center"]CON[/td]
            [td="align: center"]36[/td]
            [td="align: center"]28[/td]
            [td="align: center"]15-[/td]
            [td="align: left"][/td]
        [/tr]


        [tr]
            [td="align: center"]5[/td]
            [td="align: center"]INT[/td]
            [td="align: center"]-5[/td]
            [td="align: center"]5[/td]
            [td="align: center"]10-[/td]
            [td="align: left"]PER Roll 10-[/td]
        [/tr]


        [tr]
            [td="align: center"]5[/td]
            [td="align: center"]EGO[/td]
            [td="align: center"]-10[/td]
            [td="align: center"]5[/td]
            [td="align: center"]10-[/td]
            [td="align: left"]ECV: 2[/td]
        [/tr]


        [tr]
            [td="align: center"]20[/td]
            [td="align: center"]PRE[/td]
            [td="align: center"]10[/td]
            [td="align: center"]20[/td]
            [td="align: center"]13-[/td]
            [td="align: left"]PRE Attack: 4d6[/td]
        [/tr]


        [tr]
            [td="align: center"]10[/td]
            [td="align: center"]PD[/td]
            [td="align: center"]4[/td]
            [td="align: center"]10/22[/td]
            [td="align: center"][/td]
            [td="align: left"]10/22 PD (0/12 rPD)[/td]
        [/tr]


        [tr]
            [td="align: center"]10[/td]
            [td="align: center"]ED[/td]
            [td="align: center"]4[/td]
            [td="align: center"]10/22[/td]
            [td="align: center"][/td]
            [td="align: left"]10/22 ED (0/12 rED)[/td]
        [/tr]


        [tr]
            [td="align: center"]3[/td]
            [td="align: center"]SPD[/td]
            [td="align: center"]8[/td]
            [td="align: center"]3[/td]
            [td="align: center"][/td]
            [td="align: left"]Phases:  4, 8, 12[/td]
        [/tr]


        [tr]
            [td="align: center"]12[/td]
            [td="align: center"]REC[/td]
            [td="align: center"]0[/td]
            [td="align: center"]12[/td]
            [td="align: center"][/td]
            [td="align: left"][/td]
        [/tr]


        [tr]
            [td="align: center"]56[/td]
            [td="align: center"]END[/td]
            [td="align: center"]0[/td]
            [td="align: center"]56[/td]
            [td="align: center"][/td]
            [td="align: left"][/td]
        [/tr]


        [tr]
            [td="align: center"]20[/td]
            [td="align: center"]BODY[/td]
            [td="align: center"]20[/td]
            [td="align: center"]20[/td]
            [td="align: center"][/td]
            [td="align: left"][/td]
        [/tr]


        [tr]
            [td="align: center"]61[/td]
            [td="align: center"]STUN[/td]
            [td="align: center"]12[/td]
            [td="align: center"]61[/td]
            [td="align: center"][/td]
            [td="align: left"][/td]
        [/tr]

    [/table][table]
        [tr]
            [td][b]Movement[/b][/td]
            [td][b]Combat[/b][/td]
            [td][b]NCmbat[/b][/td]
            [td][b]Notes[/b][/td]
        [/tr]

        [tr]
            [td]Running[/td]
            [td="align: center"]6"[/td]
            [td="align: center"]12"[/td]
            [td="align: left"]END [1][/td]
        [/tr]


        [tr]
            [td]Swimming[/td]
            [td="align: center"]2"[/td]
            [td="align: center"]4"[/td]
            [td="align: left"]END [1][/td]
        [/tr]


        [tr]
            [td]Leaping[/td]
            [td="align: center"]6"[/td]
            [td="align: center"]12"[/td]
            [td="align: left"]6" forward, 3" upward[/td]
        [/tr]

    [/table][table="width: 1024"]
        [tr]
            [td][b]Cost[/b][/td]
            [td][b]POWERS[/b][/td]
            [td][b]END[/b][/td]
        [/tr]

        [tr]
            [td="align: right"]36[/td]
            [td][b][i]Oh, don't shoot him, you'll just make his angry.: [/i][/b]Armor (12 PD/12 ED)[/td]
            [td="align: right"]0[/td]
        [/tr]

    [/table][table]
        [tr]
            [td][b]Cost[/b][/td]
            [td][b]SKILLS[/b][/td]
        [/tr]

        [tr]
            [td="align: right"]3[/td]
            [td]Hoist 10-[/td]
        [/tr]

        [tr]
            [td="align: right"]3[/td]
            [td]Riding 11-[/td]
        [/tr]

        [tr]
            [td="align: right"]2[/td]
            [td]Animal Handler (Bovines) 13-[/td]
        [/tr]

        [tr]
            [td="align: right"]2[/td]
            [td][b][i]"Mongo just pawn in game of life": [/i][/b]Science Skill:  Philosophy 11-[/td]
        [/tr]

    [/table][table="width: 1024"]
        [tr]
            [td][b]COMPLICATIONS[/b][/td]
            [td="align: right"][b]Value[/b][/td]
        [/tr]

        [tr]
            [td]Psychological Limitation:  Naive and trusting (Common; Strong)[/td]
            [td="align: right"]15[/td]
        [/tr]

        [tr]
            [td]Reputation:  "Forget that here comes Mongo!", 14- (Extreme)[/td]
            [td="align: right"]20[/td]
        [/tr]

        [tr]
            [td]Distinctive Features:  Big scary guy (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)[/td]
            [td="align: right"]25[/td]
        [/tr]

        [tr]
            [td]Psychological Limitation:  Likes Candy (Common; Strong)[/td]
            [td="align: right"]15[/td]
        [/tr]

    [/table]
    Base Pts: 75
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 150

  5. On 3/21/2022 at 6:59 PM, SDad63 said:

    Kevin Thompson / Kilgrave was difficult to build - I broke all AP rules you might employ in a campaign... this is balanced out by the fact that without his virus he has only his wits to protect him.

     

    Kevin Thompson / Kilgrave

     

     

     

    Val      Char   Cost    Roll     Notes

     

    10        STR     0          11-       Lift 100kg; 2d6

     

    14        DEX    12        12-       OCV: 5/DCV: 5

     

    18        CON   16        13-

     

    13        BODY 6          12-

     

    23        INT     13        14-       PER Roll 14-

     

    23        EGO    26        14-       ECV: 8

     

    23        PRE     13        14-       PRE Attack: 4½d6

     

    10        COM   0          11-

     

    4          PD       2          Total: 4 PD (0 rPD)

     

    4          ED       0          Total: 4 ED (0 rED)

     

    5          SPD     26        Phases: 3, 5, 8, 10, 12

     

    6          REC    0

     

    36        END    0

     

    27        STUN  0

     

     

     

    Movement

     

    Running:         6"/12"

     

    Leaping:          2"/4"

     

    Swimming:      2"/4"

     

     

     

                SKILL LEVLES

     

    40        Minor Mind Control: +8 with Interaction Skills

     

    6          Master of Mind Control: +6 ECV with Mind Control

     

     

     

                AGILITY SKILLS

     

    0          Climbing 8-

     

    0          Stealth 8-

     

     

     

                BACKGROUND SKILLS

     

    0          AK: Manchester, England 8-

     

    0          Language: English (completely fluent; literate)

     

     

     

                INTELLECT SKILLS

     

    0          Concealment 8-

     

    3          Deduction 14-

     

    3          Lipreading 14-

     

    0          Paramedics 8-

     

    0          Shadowing 8-

     

    3          Tactics 14-

     

     

     

                INTERACTION SKILLS

     

    0          Acting 8-

     

    3          Bureaucratics 14-

     

    3          Conversation 14-

     

    3          High Society 14-

     

    3          Interrogation 14-

     

    3          Persuasion 14-

     

    3          Streetwise 14-

     

                 

     

                Perks

     

    3          Anonymity

     

    10        Money: Wealthy (Can ‘get’ as much as he wants, when he wants)

     

     

     

                Talents

     

    15        Lightning Reflexes: +15 DEX to act first with Mind Control

     

     

     

    POWERS

     

     

     

    [50]      Microparticle Virus [Original]: Mind Control 13d6 (standard effect: 39 points), Reduced END (0 END; +½), Area of Effect (8"; +1); Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 Level (-½), Wears off after 12 Hours (-½), Does Not Provide Mental Awareness (-¼)

     

                 

     

    92        Advanced Microparticle Virus: Mind Control 17d6 (standard effect: 51 points), Reduced END (0 END; +½), Area of Effect (52"; +1½), Selective (+¼); No Range (-½), Blocked by Solids (-½), Only Operates at EGO+30 level (-½), Wears Off After 24 Hours (-¼), Does Not Provide Mental Awareness (-¼)

     

     

     

    114      Characteristics

     

    196      Powers & Skills

     

    310      Total Points

     

     

     

    150+    Disadvantages

     

    35        Enraged: Does not get his way (Very Common), go 14-, recover 8-

     

    5          Hunted: Jessica Jones 8- (As Pow; Limited Geographical Area; Harshly Punish)

     

    20        Psychological Limitation: No Moral Compass or Conscious (Very Common; Strong)

     

    15        Psychological Limitation: No Qualms About Killing (Common; Strong)

     

    10        Psychological Limitation: Arrogant Prick (Uncommon; Strong)

     

    5          Psychological Limitation: In Love with Jessica Jones (Uncommon; Moderate)

     

    10        Social Limitation: Does Not Know How To Work With Others (Frequently; Minor)

     

     

     

                Experience

     

    60        Experience Points

     

     

     

    150      Base (Low Powered)

     

    100      Disadvantages

     

    60        Experience

     

    310      Total Cost

    The one thing about Killgrave is that he needs to tell someone what to do and they have to understand him.

  6. On 1/22/2023 at 6:10 PM, Hugh Neilson said:

     

    I'm flashing back to Marvel's New Universe, where the White Event caused superpowers. But we had Justice, a warrior from another dimension (who eventually turned out to be under mental power deception by an enemy, and was really a real-world cop before the White Event).

    He was a little crazy.  The White Event happened when he was pumped up full of psycho-active drugs. 

  7. On 1/27/2023 at 1:48 PM, dean day said:

    No I don't have that supplement as I got a bit turned off him in the last two editions as he became in my opinion a bit unusable in an actual campaign in face to face slugfests. yes of course he is still fine to use as a master villain, but I always liked the pay off of the PC's duking it out at the end with them. 

     

    But I think this was a general trend with the master villains for champions anyway, Mechanon is another great example of becoming too deadly to use. Once you go into the 30d6 attack range of power, unless your group is of cosmic level defenses themselves they are going down fast and hard. I look at these write up and wince.

     

    Mechanon was hugely challenging back in the day before these more modern write ups! anyway just my personal opinion. I want him much more at a real Dr.Doom level where he used to off nameless minions easily in a comic panel, but not superheroes in the story! (My bronze age preferences coming through).

     

    Thank you Lord Liaden, Shadow Destroyer sounds very intresting. 

     

    Well, one of the complaints about the Champions universe is that there are many really uber powerful villains, but all of the heroes are of relatively lower power in comparison.  It's a wonder that they haven't taken over the world yet.

  8. On 12/30/2022 at 9:57 PM, Duke Bushido said:

     

    Your call, of course, but no too long ago, I did am informal pill in the subject, and the comments were quite enlightening.  It may help you decide what is right for you.  I had intended to link it, but using the search function on this phone is beyond infuriating.  If I remember correctly, it was titled "it's all about location."  (Weirdly, it popped right up a week or so ago while I was searching for something completely unrelated.)  

     

     

     

     

    That is my preference as well, but we explained our personal thoughts in the above-mentioned thread.

     

     

     

     

    Gonna level with you: even though (and I really can't say that there is no chance that it might be because of) the Silver Age Sentinels setting / universe is far less developed than the Champions universe, there is no part of it that  I don't like far more  than any of the published Champions settings from any edition.  I tend to fell the same,way about the "title characters" of SAS and Champions as well.  Now that is not to say that I _dislike_ the published Champions stuff (except the 4e "title character" Champions roster).

     

    That is what had me a little stoked about your "use everyrhing from everywhere" setting idea:  sweet!  Dump Destroyer; replace with Kruzriter (yeah; I know that is spelled wrong.  After a full minute, it is what autocorrect and I came to agree on), and other such swaps.

     

     

     

     

     

     

     

    That's really up to you, but ultimately: why?  Why does a city have to be replaced?  You can have New York and Hudson City.

     

    I wont get too deep into all that, because there is no right or wrong there; you are building a world, and the only way it will be right is if it is built the way you want it.  Let Vibora Bay replace New Dehli if you want.

     

    Just as an example:

     

    My supers setting is Campaign City.  We have been gaming in Campaign City since the first edition.  It is located on the shores of Lake Campaign (you have to understand it was named after a long-running joke), one of the Great Lakes.

     

    So let's do some simple math:  2022 minus 1980 is forty-two years of never once having been asked by any player which Great Lake was replaced, or if this is a new one, of it CC was replacing Chicago-  I havent ever even,been asked if we were Americans or Canadians.

     

    Not one time.

     

    I know a lot of people just arent happy withiut a fully-mapped city.  I have never been asked to map out more rhan a small neighborhood, ever.  With the advent of getting online in the 90s, I have image grabbed sections of more cities than I have ever been asked to use.  No one has ever cared that most of the larger maps (that is, the higher ariel views that were packed with roads) couldnt possibly fit together into a cohesive city.

     

    Why?  I have never had a group care to know more than what was around them at the moment, and where they were in relation to regular landmarks (you are about a dozen blocks from the college, and four miles South of the museum.  A couple of blocks the financial district over here (makes vague circle,on battle map) and you'll be in the high-rent part of the waterfront).

     

    All they ever really want to know is how much are to canvass, how fast they can fly, how much running room they have, and how far can they spread a battle.  So long as I can provide them these details on command, they have never once wanted or even shown interest in a road map of Campaign County or even just the city or even a single district within it.)

     

    The only recurring "road map" anyone has ever insisted on was Daedelus Park, to include _some,of the roads around it and that part of the financial district into which Tree grows.

     

     

    Now, all that being said, let me also say this:

     

    You are getring some solid world building advice above.  Everyone is making great points, especially if you are putting together something for publication.  It is rock solid advice.

     

    I have never, in any game or genre, done any of it.  Sure, early on, I though I _had- to so all this work: vreating Gods and religions and economies and the patterns of global trade and multi-layered political maneuvering-

     

    And it disnt take very long to figure out that the players  straight up _do not care_.  They want to know about the look and feel of the world, the tone of the campaign, there particular power level, and hoe it compares to Joe Onthestreet and how it compares to the most powerful person in your campaign world.  Seriously: they dont care how many NPC supers arw out there beyond "they are pretty rare" or "it's not uncommon: it seems,every big city has four or five heroes and a couple dozen villains", and a way to subjectively determine their current power level.

     

    Campaign City grew initially from "you guys are in a big city- like a major metropolis, giant buildings New York style.  There are dive costumed,figures flying at you."

     

    Seriously.  That is how it started.  We read the rules, we wanted to play _right now_ and the GM had _nothing_.  We had all,just met over the previous two or three weeks  as he was trying to recruit a group.

     

    "Okay; do we know them?"

     

    Yes; they are famous supervillains.

     

    What do they want?

     

    From the eye lasers and fire blasts, I think they want to attack you!

     

    Okay.  We need to get a plan!  Find cover!  Where are we?  In a building?

     

    You're in a graveyard.

     

     

    It, uh, got a lot worse from there.  But even after that, when the GM showed up with his notes...

     

    We wanyed to pick up from where we left off.

     

    That is also why Daedalus Park has a graveyard in it to this day.  Our hunteds and huntings and rivalries and origin stories provided the earliest population.  Businesses and organizations and foundations appeared as we needed them-  well, as we needed something _like_ them:

     

    Okay, the crimemobile is orerrt busted up.  Is there like some place we can ger ir fixed up quick and quiet?

     

    Well, there's Bender's Fender.  Quickest turn around anywhere in town, accorsinf to the radio.

     

    Great!  Can he fix an experimental alcohol jet propulsion engine?

     

    Well, mostly he does body work, but he might know a guy....

     

    That kind of thing.  If you let them, your players will build a wonderful playground for you: one that focuses on the needs, interests, and desires of the setting in which they want to play.

     

    Look at the source material:  every single super hero has fifty or more supervillains.  If there are forty superheroes all acting out of New York, an9 each of them has fifty or sixty unique supervillains, and then there are world-class or galaxy class superheroes _from_ New York, but nit necesarily operating there, and each of them has fifty unique villains.....

     

    That is a buttload of super people floating around New York City.  I dint mean in terms of population perxentage (which I have also never been asked about with any more interest than "are powers common or not?"-- which was answered with "powers arent common, but they arent particulalry unusual, either.  _useful_ powers are quite in common, and really powerful levels are very unusual.  Finsinf a combination of strong, useful powers and courage to use them in bokd and public ways makes super heroes and costumed villains rather rare, though."

     

    I was never asked for more specifics that that, and every so often, players encounter a background NPC with some minor ability: a bartender that can grab your mug and re-chill your drink;  an ironworker who welds using his own natural ability to create a reliable electric arc; a waitress whose clairsentience lets her check on her customers while seating a new table,  a cleaning service stagged entirely by low-level speedsters, and everyone's favorite: a stuntman whose only power is the ability to survive a fall from any height.  (He has gone over Niagara falls nine times so far-- without a barrel).

     

    It isnt something I ever thiught about when our first GM left and I took over- the minor powers- and I never would have no matter how long a document I might have prepared, but once I was asked about  powers, it seemd so obvious...

     

    Honestly, I dont think the density or xommonality of xostumed adventurers ever really mattered: Marvel's New York City should house a few thousand super-powered individuals, but somehow, it never seems to matter.  Iron Man never swings through and repulsive blasts the guy Daredevil is trying to beat with a stick and offers a quick "yeah, you're welcome, DD!" and then flies off on his way to an alien invasion threat.  Doctor Strange never squares up with the Kingpin.  The only time all these thiusands of supers matter _at all_ to each other when it is scripted that they shoukd work together, then never see each other ever again, unless Marvel revives Two-in-One, in which case the Thing is going to have his danve card filled.  Why?  Bevause the while point of Two-in-One was teaming up other supers with the Thing, period.

     

    By the source material, there are always more heroes or villains than will ever make sense, and they will never show up unless they are absolutely supposed to.

     

    So what difference is their density in ther world, the vast majority of which your players and their characters will never trod? 

     

    Now I make no secret of the fact that I dont sweat nearly the detaila that most people do when "world building."  Mostly because not only do I remember the experience of Lars, but the one winter I forgot it and in my hubris crafted a fantasy campaign that my players demanded, begged for- something new and different and unkike anything that we have aeen before--!

     

    And I soent a winter crafting such a world, and such a campaign, and a number of smaller enctiunters to impress the flavilor of rhis world-

     

    And they _hated_ it.  What they claimed to want and what they actually wanted were two different things.  They claimed they wanted something new and truly exotic  when all they really wanted was YATRO except all weapons were akin to the Stands from JoJo' Bizarre Adventure (an arcade fighter that was pretty hot at that moment).

     

    So there you have it: the two sides od the coin: absolute excellent World-building advice that I will,never tell you is anything but good advice, and how it blew completely,up,in thw GM' face on both of the only two occasions I have ever seen it fully implemented.

     

    For my money, I rhink Chris Goodwin hits an absolute sweet spot that any GM shoukd strive for:

     

    I have never read any of his campaign idea documents that went more,than ten pages, and several that dont go to ten.  He sketches vaguely the feel of the world, polotivs and religion as,any character in the world would be passignly familiar, bouse rules as appropriate, character guidelines, and a few,things that make,rhis world unique.

     

    All of it is done with broad strokes, making tweaking on the fly and adjusting for slowly-realized player desires almost effortless, and certainly inobvious to the players even as it happens.  As a campaign platform document, I think it is absolutely brilliant,  and I live reading them!

     

    Now I quoted Scott specificaly because, other than the need dor a well-mapped city, our ideas on Campaign building overlap more than they don't.  Notice rhwt the bulk of his advice can be boiled down to "don't pin down every detail right away; your focus shohld be finding out what the players are interested in, and making sure you are amenable.

     

     

    Notice That even before you have built a world, he stresses making sure that you have players who are like-minded in working together to share a good time.  Scott recommends literally interviewing potential players not just to see what they want, but with an eye toward what they offer the game, and the likelihood of trouble they may cause the game.

     

    More than what percentage of the Estonian people have super powers, this has importance.  It dowsnt matyer what the average Damage Class of a main is if you have one player who must be begged to use it and another who wont stop using,it on his teammates.

     

     

     

     

    I also agree with this.  If you have new-to-the-system players, I stress it.  It is what I had to docdoecmy current youth group.  Obviously, this allows the players to experience the game immediately and not have to stumble through character creation until  they actually understand what these terms and ideas mean in game terms, but there is another benefit:  you can build characters that compliment each others and that work well together.  Ultimately, their first experiences with the games focus in teamwork and getting along.  It ingrains the idea that this is a natural and essential part of the experience, and going forward, will likely continue to build future characters with an eye toward complementing the rest of the party.

     

     

     

    Agreed.  I go a bit further and rwxommend that they have fifteen or even twenry points to spend.  Why?  Because by that time, they are really getting in the groove of the mechanics and their various interactions, and will likely know exactly what changes they want to make to the character, or what sort of a character they would prefer to have.

     

    At That time, work with them one-on-one, and answer every singke quesrion they have, no matter hiw tedious, and dont let them think that this is just as exciting for you as It is for them- any less may discourage questions go which they _need_ answers to ensure that they are getting the best gaming experience that they can.

     

     

     

    I could go on and,on, but I am pretty sure I have.

     

     

    :lol:

     

     

     

     

    1. What is YATRO?

    2. Good advice, I found that nobody really cares about how detailed a game world is.  One of the reasons that I prefer modern day game is because you don't have to worry about explaining a lot of stuff.

    3. Were you using a phone, because there are a lot of typos?

    On 12/31/2022 at 6:21 AM, dean day said:

    Adventurers Club Issue 1

     

    Characters that made the cut - Exoskeleton Man

    I find this guy hilarious as Foxbat's number one fan! Good to give Foxbat some back up, not sure if he was updated in later editions?

    He appears in Enemies United for 4th edition.

  9. On 3/30/2015 at 8:56 PM, Clonus said:

    Reaver:  George Temple was nothing more than a barely out of high-school museum security guard until the new acquisition from a battlefield archaeological dig began talking to him, telling him how much power was there for the taking...  Since he stole the eerie red sword, he has crossed blades with Jack Riddle, Scarborough Fair and the Brides of Adrian Messenger but so far has managed to retain his link to the sword while working as a super-mercenary.  

     

    Powers:  Bullet and beam deflection, Regeneration of other injuries (but with an accompanying compulsion to draw blood), psychic link to his sword so he always knows where it is and can use it with expert skill, limited precognition, armour piercing melee attack.  He also wears some body armour.

    Scrawled on the sword are the words in an ancient tongue, "Please return to E of Melnibone".

  10. On 1/3/2019 at 6:47 PM, Pariah said:

    The first new character I created was one that I originally created and played under 5th Ed (I think...maybe it was 6th? It's been too long.). Her name is Morningstar, and she's a flying character with a mace.

     

    I actually have a picture for her!

     

     

     

    MStar11.PNG

     

    How do you post these sheets?

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