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Found 4 results

  1. Here's a place to ask questions, make comments, and discuss what I posted in Praise is also welcome! It would encourage me to give more!
  2. (Please post any questions or discussion about content of this thread to ) In this thread I'll lay out an example of developing a Champions Now game. This comes from a game I GMed early in 2019 using the Beta rules. As time allows, I will post each player character in a separate post. Then I'll write about developing NPCs and villains based on their Situations. Then, I plan to post a number of important villain character sheets. I'll be copying some of the material I wrote on the Adept Play forum last year, but leaving out the actual play summaries and a discussion on emergent plot. You can find those at Champions Now Beta playtest--Seattle and Champions Now Beta playtest--Emergent plot? Making Characters We had an initial character development by email, a face to face session of finalizing development. I followed the game setup in the Beta document closely. To start, I emailed my players the portion of the Beta rules that explains the Person, Problems, and Powers approach. I said we're creating our own superhero book, right here, right now, with no reference to any other cannon. I asked them to create humans who have relationships in Seattle – no aliens or amnesiacs. For powers, I encouraged them not to think in terms of mechanics, but rather how they would appear in a comic. I also kept initial development separate, so they didn't get into extensive world building in advance. Here are the Two Statements I sent: Techno-wondrous discovery. Fraught personal lives and the political history of Seattle. I designed the powers to conform with the players' visions for the characters. I did most of the mechanical character and power creation in the interests of time, with the exception of Breakthrough, whose player has some Champions experience. I've updated all of the character builds to conform to the final rules released in 2020. [Edit: I just noticed that the final rules recommend 200 point starting player characters, so I just replaced Breakthrough, Radioshack, and Gray Wraith is 200 point versions. The hardest part of dropping the cost was cutting back on situations!] NEXT: Breakthrough II, Radioshack, and Gray Wraith, Rebels of the Emerald City.
  3. One of my players has 40 Strength TK and is very effective with it. In combat she will grab one of the villains and keep him/her/it from pretty much doing anything since to fight they need to break a 40 STR hold. To make things worse, she has an Ego Attack, but I can deal with that some with Mental Defense. What can I do to reduce her effectiveness? Thanks in advance!
  4. For a while now I've been toying with the idea of how to run limitations in my campaigns. I haven't messed with it much because usually I just end up having what happens reasonably in the story take place rather than trying to impose specific events but it seems like it could be at least a useful rule of thumb. Basically the idea is to use the limitation modifier as a rule of thumb for when it takes place. So if someone has an OAF (-1) then it hinders the character at least once a game session (it is awkward, gets taken away, broken, etc). The limitation total would guide this; so a -1/4 limitation would be once per four sessions, a -2 twice a session, etc. Has anyone tried something like this, and does it end up being too contrived or awkward or does it work well?
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