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Balabanto

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Posts posted by Balabanto

  1. 1. GMing is a lot of work. GMing superheroes is even more work: higher power level, juggling multiple character identities/lives, etc. GMing Hero System is even more work on top of that (or at least it can be). So yeah, that's a big ask for people with jobs, lives, relationships, etc. I enjoy it myself, but I can understand why others may not be able to to throw themselves on it.

     

    2. Most RPGers are most familiar with fantasy gaming, and the fantasy tropes they're most familiar with don't translate well into the superhero genre. Plus in my experience a lot of fantasy GMs really like to punish their players for being good guys, which makes those players understandably reluctant to play in a game where the whole point is to be good guys. Or they don't want to GM, because they don't understand how to reward players for being moral. (Which is really kindof sad when you put it like that...)

     

    3. For players/GMs who really enjoy roleplaying, there's sometimes the perception that superhero games are just one big combat after another. Ironically, for those who just want to dungeon crawl, I've heard the complaint that superhero games have too much roleplaying and focus on Secret Identities and so forth. [shrug]

     

    4. I've heard some players say they don't want to play superheroes because comics are too grim & gritty and no fun now. Simultaneously, they feel 4-color games are old fashioned kid stuff. Or they don't want the focus on "realism" of Iron Age games, but find Silver/Bronze Age games unrealistic. So that can be a tough needle to thread.

     

    Prior to my last 4-color Champions game, I sat down with all my prospective players and we talked through what comics tropes they likes and which ones they hated. The one that topped the most-hated list was something I hadn't thought of: the futility of catching supervillains and sending them to Arkham or wherever, knowing they'll have escaped by next Tuesday. Once I swore not to do that - or at least not often - everyone got a lot more interested.

     

     

    If the players are sensing that level of futility, then you need to have them deal with breakouts. Let them recapture a couple of those guys when the escape attempt happens, unless something happens where everyone gets out. And YES, this happened, for a variety of reasons, mostly not paying attention to who was imprisoned, how they were imprisoned, what they did with their free time, and an unlucky accident. This triggered an incident where the entire prison burrowed away. Well, most of the villains escaped. Literally, this had never happened before, although they were really mad, they couldn't dispute the logic of what happened. Always point out in these situations that things might have worked out differently if someone in the group had said something. If not, they have no one to blame but themselves.

  2. One campaign. 28 years. No reused adventures.

     

    It can be done. The key things to remember are these:

     

    1) Let the chips fall where they may. WHAT? Is he crazy? Did he just say that heroism doesn't come from heroic action points? If you want your game to last a long time, your heroes have to have the ability to lose, and lose badly.

     

    2) Think in four dimensions. Remember that superhero gaming isn't just about level battlemap strategies. Elevation matters. Cover matters, distance matters. Other dimensions and planes of reality matter.

     

    3) But not too much. (See above) Keep your campaign relatively Earth-Centric, because it limits the above-mentioned workload.

     

    4) Let your players do some of your work for you. When a player has an archenemy, let HIM come up with it. Then he can't say "You totally screwed me" when you do something bad with the guy.

     

    5) Let teamwork do your work for you. Remember, a well run team of agents and a single supervillain can give the players fits. The key is making that guy interesting enough to keep the players engaged.

     

    6) Don't forget to use things they forgot against them. "Do you remember ten years ago when you decided it was a better idea to separate Galvros and Lox from their child? Well, now he's an adult, and he's not too happy with you!"

     

    7) Turn things on their side to keep things interesting. Sometimes, a subtle twist in what they're expecting is better than what they actually expected.

     

    8) Don't be afraid to be make strange noises and sound effects. This keeps people engaged.

  3. Zoom is Earth 2 Henry Allen. Oliver Queen died on the island and his father became the hood. That means Barry died and his father became Zoom.

     

    In Earth 2 reality, Wells helped Barry break the time barrier. But in this one, he refuses to help Henry do the same.

  4. Imperial Wind's character sheet is finished. I apologize for the slowness, but it's the core of the Christmas Season crunch right now, and I have to work 60 to 70 hours a week. Background is next.

     

    That leaves 3 more Imperial Thone bad guys, a robot, eight non throne bad guys, some agents, and the secret master.

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