Best published superhero adventure?

I would like to get PDFs of old Doctor Who, MERP, The Willow Sourcebook, Thieves World, and others as well.
MERP ain't likely to legally happen (Pirates have had it online since about 2000...), but there are two options for very similar - ICE's own HARP, and a psudoclone, Against the Dark Lord (VsDL).
 

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I've never used a published adventure for supers.

The few I've read have left me with a general feeling of "meh." The old FASERIP adventures that I've read, Ragnarok and Roll, Time Trap, and one or two others, really weren't very good. Poor layout, confused plots, unispired set pieces.

I do have a copy of Shades of Black for Champions. It's okay, but not earth shatteringly good. It's also a bit dark for my tastes. For supers. For a fantasy game it's pretty standard fare.
 

I've never used a published adventure for supers.

The few I've read have left me with a general feeling of "meh." The old FASERIP adventures that I've read, Ragnarok and Roll, Time Trap, and one or two others, really weren't very good. Poor layout, confused plots, unispired set pieces.

I do have a copy of Shades of Black for Champions. It's okay, but not earth shatteringly good. It's also a bit dark for my tastes. For supers. For a fantasy game it's pretty standard fare.
As I mentioned up thread, I typically tore them apart for settings, set pieces, or villains. But boy the artwork was fantastic. I still have a shelf of those terrible MSH adventures, including Ragnarok and Roll. I still have a soft spot for Breeder Bombs, the X-Men adventure.
 

I've never used a published adventure for supers.

The few I've read have left me with a general feeling of "meh." The old FASERIP adventures that I've read, Ragnarok and Roll, Time Trap, and one or two others, really weren't very good. Poor layout, confused plots, unispired set pieces.

I do have a copy of Shades of Black for Champions. It's okay, but not earth shatteringly good. It's also a bit dark for my tastes. For supers. For a fantasy game it's pretty standard fare.
Yeah, the old MSH modules were not great, honestly. There were some sparks in there (I did try to make the Secret Wars modules work) but no, not the best.

I think the more recent Icons modules are generally pretty good, with at least the solid bones of a good idea (The Skeletron Key, The Mastermind Affair, The RetConQuest, The Aotearoa Gambit) and at least one banger (Sins of the Past, as mentioned), all of which could really sing with a good table in play.

Tiny Supers also has a few good adventures, such as Ray of the Resizer, which is profoundly four colour, it’s basically a Brave and the Bold episode by itself.
 


Oh yeah, the art in the FASERIP stuff was great. Wasn't it by actual Marvel artists?

So I'm just perusing the Icons adventures on DrivethruRPG. Gotta say, they all sound fun and very comics.
A few of the early ones (most notably John Byrne in Time Trap) but mostly by TSR artists otherwise, I think.

The Icons adventures are a rich seam and can be wonderfully four-colour. In the Mastermind Affair, the PCs are roped in as tame opposition in a contest between two mastermind villains - what do they do about it? Do they cooperate, help one or the other win, work out how to arrest them (apart from some carelessness in competing, they’re not really committing crimes or endangering the public with a nefarious plan, per se), or what?

(In my head canon, the two rivals - Mr Mastermind and Monster Mastermind - are basically evil Charles Xavier and monstrous Hank McCoy (if Xavier had caused his student’s mutation out of envy because Hank is smarter than he is) and so I think I know who I’m rooting for.)
 

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