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CHALLENGE: Campaigns that NOBODY would want to play in
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<blockquote data-quote="Blue" data-source="post: 7534533" data-attributes="member: 20564"><p>Another serious entry. I always loved the concept behind the comic series Strike Force Morituri, where the Earth has been successfully invaded and human found a way to create supers BUT the process will kill them within a year.</p><p></p><p>I don't remember if this is part of the story or a twist I thought of, but I'd do it so that character advancement speed is at least partially up to the PCs, but when they get too far beyond the "safe" advancement level they'd explode. Also, every encounter would be stacked against the group even if the characters are taking advancement at a moderately unsafe rate, and characters could have "breakthroughs" on the field of battle.</p><p></p><p>The idea si that in order to fight, you needed to power up fast, but powering up too fast <em>will</em> definitely kill you. So do you go out in a blaze of glory, comign in with weaker starting heroes just under the process at a time when more powerful are needed, or do you temper how fast you grow, but constantly be outgunned?</p><p></p><p>When I originally thought of this I kept in in Champions (Hero System now). Mechanically I'd do something like 250 point starting characters (I think these numbers may be different in the current 6th ed, that was a standard level back in the Big Blue Book days), and you'd explode at the hidden limit of 300 points. Between each session I'd tell each player to advance their character by 4-10 XP (individual player choice how much), but advance the explode limit by how much they would have earned in a normal session, usually 1-3 XP. Also thought about putting in a bit of a randomizer - hitting the explode limit you roll 3d6 and if it's less then the amount you are over you go boom. Plus breakthroughs during play which could add more XP.</p><p></p><p>(This whole concept can also work in other genres and other systems. I had a really juicy high fantasy concept a while ago I didn't write down and then forgot. Still kicking myself.)</p><p></p><p>I don't think people would play this because we're talking guaranteed character death, likely more than once each over the course of the campaign. Plus there would be fights you'd lose to high cost to humanity (but likely not death, it was a superhero game) if some on your team weren't reckless in powering up.</p></blockquote><p></p>
[QUOTE="Blue, post: 7534533, member: 20564"] Another serious entry. I always loved the concept behind the comic series Strike Force Morituri, where the Earth has been successfully invaded and human found a way to create supers BUT the process will kill them within a year. I don't remember if this is part of the story or a twist I thought of, but I'd do it so that character advancement speed is at least partially up to the PCs, but when they get too far beyond the "safe" advancement level they'd explode. Also, every encounter would be stacked against the group even if the characters are taking advancement at a moderately unsafe rate, and characters could have "breakthroughs" on the field of battle. The idea si that in order to fight, you needed to power up fast, but powering up too fast [I]will[/I] definitely kill you. So do you go out in a blaze of glory, comign in with weaker starting heroes just under the process at a time when more powerful are needed, or do you temper how fast you grow, but constantly be outgunned? When I originally thought of this I kept in in Champions (Hero System now). Mechanically I'd do something like 250 point starting characters (I think these numbers may be different in the current 6th ed, that was a standard level back in the Big Blue Book days), and you'd explode at the hidden limit of 300 points. Between each session I'd tell each player to advance their character by 4-10 XP (individual player choice how much), but advance the explode limit by how much they would have earned in a normal session, usually 1-3 XP. Also thought about putting in a bit of a randomizer - hitting the explode limit you roll 3d6 and if it's less then the amount you are over you go boom. Plus breakthroughs during play which could add more XP. (This whole concept can also work in other genres and other systems. I had a really juicy high fantasy concept a while ago I didn't write down and then forgot. Still kicking myself.) I don't think people would play this because we're talking guaranteed character death, likely more than once each over the course of the campaign. Plus there would be fights you'd lose to high cost to humanity (but likely not death, it was a superhero game) if some on your team weren't reckless in powering up. [/QUOTE]
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