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Melanie_Dawn

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Posts posted by Melanie_Dawn

  1. Sorry I am so late to the thread, I just joined the site. I have been roleplaying for (not to give away just how old i am-no woman would do that willingly LOL) 20+years off and on. I have been jonesing to play a supers game for a long time. I played GURPS (supers) WAY back in art school. and we played a very brief DC game last year, and it whetted my appetite for more. So I have been digging into various supers games. I Bought a few Champions books (Complete, powers, Millenium City and Gadgets and Gear {I pray those last two are compatible since i noticed they are not the same edition}) in order to figure out what i want to try (I'm sort of a game hoarder, so i buy books I may never use... not sure why, but i've always done it. Anyway, I wanted to add to the convo a little here, if that's okay. 

    SuperHeroes is my favorite genre to run or play.  But no one actually wants to play SuperHeroes any more.

     

    They want Deadpool or Punisher or some other murder-hobo with powers.

     

     

    That's a yawn-fest! And WAY too easy. Just be a blood hungry "vigilante" is sorta cliche at this point isn't. To me, that style would appeal to a younger audience, but i suppose older people may like that.

     

    The thing that helps me as a GM is that all players are strongly encouraged to have a history write-up for their character (if they don't want me asking them time and again). I make them aware that a history gives them a starting point for future skills and powers, and gives me adventure ideas I can do with their character. Everyone likes having their character shine and this encourages them to do this. Having a history also helps them decide what Psych Limit, Hunted, etc their character might have.

     

    Having said that, this helps me get heroes together. As a group, we try to make supergroups. If a character is deemed to be an "independent", then the hero typically ends up helping a particular hero or group of heroes. That gives a reason for the hero to get involved with an episode. I have one superheroine who's history is closely tied in to another superheroine's, so those two are a team - easy way to get involved.

     

    I don't deny that it can be a challenge being a supers GM but fortunately, there's more than one GM in the campaign.

     

    When I played in the DC I mentioned earlier, we were encouraged to give a very brief and on the vague side background. Most of the players were new to roleplaying (only the GM and I seasoned gamers). So it was easy on them. I love giving my character deep backgrounds, but with enough open-ended-ness to allow the GM to play with it, if he or she so chooses. 

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