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General Tabletop Discussion
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Best published superhero adventure?
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<blockquote data-quote="overgeeked" data-source="post: 9741608" data-attributes="member: 86653"><p>My favorites are mostly reading material or books to mine ideas from rather than to actually run them. Of all the genres I play, I think superheroes is the one least likely to get a module to the table. </p><p></p><p>I really liked the DC Heroes Chessmen 4-parter for the Legion of Super-Heroes. <strong>Pawns of Time</strong>, <strong>Knight to Planet 3</strong>, <strong>Mad Rook's Gambit</strong>, and <strong>King for All Time</strong>. </p><p></p><p>The Time Trapper "resurrects" several dead LSH members and sends them to kidnap someone from Legion HQ. The PCs are there when it happens, a fight ensues, the villains beat the PCs, and successfully kidnap the person. Which kicks off the whole thing. It's railroady as all hell throughout, not just the opening. It's specifically designed for Element Lad, Lightning Lass, Timber Wolf, Invisible Kid II, Polar Boy, and Tellus. It calls this out and tells the referee they'll have to rework the whole thing if using any other characters. </p><p></p><p>The dead Legionnaires are Supergirl, Nemesis Kid, Chemical King, Ferro Lad, Invisible Kid I, and Karate Kid. And there's a whole section on how best to beat each of the PCs with these NPCs. Who they'll attack, how they'll attack, strategy, tactics, etc. I think it might be the single most railroady start to a campaign I've ever seen. </p><p></p><p>There's all kinds of time travel shenanigans. Temporal duplicates, time lost people and objects (cavemen, T-Rex, biplanes and WW1 pilots), </p><p></p><p>And that's just the start. </p><p></p><p>Still...I'm a big fan of the Legion of Super-Heroes so I have a soft spot for these.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9741608, member: 86653"] My favorites are mostly reading material or books to mine ideas from rather than to actually run them. Of all the genres I play, I think superheroes is the one least likely to get a module to the table. I really liked the DC Heroes Chessmen 4-parter for the Legion of Super-Heroes. [B]Pawns of Time[/B], [B]Knight to Planet 3[/B], [B]Mad Rook's Gambit[/B], and [B]King for All Time[/B]. The Time Trapper "resurrects" several dead LSH members and sends them to kidnap someone from Legion HQ. The PCs are there when it happens, a fight ensues, the villains beat the PCs, and successfully kidnap the person. Which kicks off the whole thing. It's railroady as all hell throughout, not just the opening. It's specifically designed for Element Lad, Lightning Lass, Timber Wolf, Invisible Kid II, Polar Boy, and Tellus. It calls this out and tells the referee they'll have to rework the whole thing if using any other characters. The dead Legionnaires are Supergirl, Nemesis Kid, Chemical King, Ferro Lad, Invisible Kid I, and Karate Kid. And there's a whole section on how best to beat each of the PCs with these NPCs. Who they'll attack, how they'll attack, strategy, tactics, etc. I think it might be the single most railroady start to a campaign I've ever seen. There's all kinds of time travel shenanigans. Temporal duplicates, time lost people and objects (cavemen, T-Rex, biplanes and WW1 pilots), And that's just the start. Still...I'm a big fan of the Legion of Super-Heroes so I have a soft spot for these. [/QUOTE]
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