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I was going through some of my old paper work, cleaning my room and found a sheet of Champions Campaign ideas from years ago, ways of starting up and structuring a new Champions game. So I figured it might be handy for GMs in coming up with a new fresh game from the start. Sometimes its tough to come up with a good reason the party is a team rather than a bunch of individuals who work together for no reason other that "its a game!" PCs are part of an official state task force, drawn from various official sources (law enforcement, emergency services, military, etc) PCs are all children of a powerful father or mother, related (like the Blood) and either coordinated by the parent or drawn together to oppose them A dying alien/extradimensional creature with extraordinary powers grants them to the PCs so they can work to fight against its people or its sibling, etc (Power Pack) PCs waken in an underground laboratory with no memories of their past and no idea how they got their powers. The laboratory is functioning at emergency power level and deserted save for the PCs. They come out of the lab into a post-apocalyptic world and have to find out who they are, what happened, and how to survive and fight to protect others (Next Men, kinda) Ordinary people -- maybe even play yourself as a PC -- who gain the ability through some device to leap into another dimension where they gain superpowers. The person who stays behind is the GM for that session and their character isn't in the game. PCs are members of a superhero team that split off over a disagreement over tactics, approach, membership, etc. Rivalry and even conflict with the old team, but has some contacts and even a base PCs are people who are terminally ill and diseased, then given an extremely experimental, dangerous treatment which gave them powers. Is the doctor evil (even Dr Destroyer?), is it a good guy who acts as the team elder and teacher, dies from an attack? PCs are recruits for an old superhero team that is retiring, and looking for replacement members. PCs are brought together by being captured by a powerful bad guy or team of bad guys, to keep them from interfering with the villain activities in the city, have to escape and are bonded together through the experience PCs are kids with newly emerging superpowers who are collected to a school where they learn to control their powers (New Mutants) PCs are brought together by a powerful benefactor who is trying to make up for his past evil deeds, and to fight against his former allies (EDIT add): PCs are police recruits at the academy who reveal powers and are placed on a special cop team for the city. Probably low powered characters
I should be running a Champions game for my local group in the near future. And I was hoping for a little advice on the villain selection. While still nailing down specifics with the group, the general setting will be Saturday morning 80s cartoons, by way of the Champions Universe (since it lets me use all those Hero books I own). OTOH, that is a lot of books to comb through. So I wanted to pick the minds of the veterans around here as to which of the Champions villains are among the most classic/iconic, and/or suitable to that sort of cartoon aethsetic. You know, beyond VIPER and Foxbat. In more detail, the group is a Hair Metal band who also happens to be superheroes (Super-globetrotters meets Josie and the Pussycats, I guess). In particular, inspired by an old post on these forums. If anyone does recognize the source, it would be nice to check with the author that they don't mind me swiping their ideas.