Starting Soon as well
Hi (i'm a long time lurker, 3rd time poster ), instead of starting another thread of this subject, I thought I'd just post my own questions here. But I'm getting ahead of myself.
I too will be starting a Champs campaign as a newbie GM with newbie PCs. I'm thinking of the following method to get everyone's feet wet.
I asked each player for a character concept around 1 of the archetypes listed in the Champs book. So for example, i've got one mystic, one brick, one Martial Art, one gadgeteer. To learn the system, I created the characters myself with heavy input from the players (essentially they came up with the power concepts and I fit Hero to them). Not too many disads tho, since they're just "concepts". Then told them that a "pilot" scenario will be palyed after which they will have to fill in the rest of their disads and may change their character sheet to make their character work the way they want.
So now I know CharGen, but it still takes me an hour or 2 to make a character, but baby steps are required I think.
Now i'm going to run a quickie with one of the players so get a hold of the combat rules. I'm thinking that one on one would be a better learning environment, and will create me a "helper" that knows a bit more of the system to help keep the game running smoothly.
A full on "pilot" episode will be run with everyone, but I'm thinking of ditching the END costs for that introduction, to help players wrap their brains around the system.
Then I'll have them flesh out their disads and make the changes as described above. Then I pop the END costs back in... and up, up, and away!
So, compared to your own newbie experiences and teaching of new HERO disciples, so you think the above is a good way to get everyone's feet wet? Or is this a ticking problem bomb waiting to blow up in everyone's face?
Sir "What…like a bunch of super friends?" Didymus