Help for running Super Heroes game

Worst comes to worst, read a batman comic and try to think about what the villain does.

Catwoman = cat crimes
Riddler = always sends a riddle for his crimes
Penguin = birds and umbrellas
Joker = laughs and madness
etc.

The advice above is great. Don't make it as much about combat as role playing.
 

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Something to keep in mind is to remind the characters that, if they start killing villains...they're going to have to deal with the police.

Not to mention other supers.

I think not killing, ever, is just silly, but if the PC's make a habit of murdering villains (particularly ones that can reasonably get held behind bars), it's the sort of thing that's going to get them in trouble. I started running my own game in the DC universe recently and the first couple sessions I made a point to remind them that they are in the "real" world, as opposed to a fantasy one, and murder tends to attract all sorts of unwanted attention.

I'm only three sessions into my game and still getting a feel for it, but thus far, I've tried going for a good mix of various comic conventions: first session was mook-ninja's hunting down the MacGuffin unknowingly in the PC's hands and getting their mook behinds handed to them while setting up Ra's al Ghul as an antagonist in the background, second game I went for the ridiculous in the form of Kite-Man robbing a bank, and my third session involved a high-speed chase with Mr. Freeze and a hostage while a helicopter started falling towards the crowded street below, forcing the group to deal with catching the car, the helicopter as well as the pedestrian's on the sidewalk who were smacked by the vehicle.

Of course, a more street level game might not necessarily involve anything like that, but I do believe a good mix of "pummel the mooks," "beat the big bad-guy" and "save the innocent by-standers" form a few good core ideas to work with.
 

I am unfamiliar with the mechanical nature of the DCU game, but My recomendation for the vigilantism problem is to come up with a way to reward in genre behavior. Go out of your way to keep your secret ID, get a point. Turn the man who killed your girl over to the cops, earn a point. Etc. This is done in Mutants and Masterminds and I find it works well. It could be something as simple as "plot points" - if the PC goes out of his way to stay with the conventions of a comic setting in an unfavorable way they get a point that they can spend on a favorable plot device. No major changes but things that can help them out. A stray object lying on the ground, a clue, one of the Big Bads henchman owes you a favor for not turning his kid brother in and so is willing to leave the keys to your cuffs unattended for 5 mins, that sort of thing. You can also reward them when you force convention on them liekwhen the bad guy gets away, when he knocks the hero out, etc.

As for Gotham -
What if the Batman Family and all the major crazies are gone? Maybe Brother Eye and his OMAC army got them, maybe something magical happened, no one knows they just are all gone. But there are all of these former henchmen who think they can be the next Crime Boss and have access to all the former baddies old gadgets. This way you can use your own version of the Joker, etc that the players dont know every detail on. They can be definativelly yours. A new crime wave starts and peopel realize that Gotham needs new heroes. Alfred might still be around and uses a file that Batman had on "possible trustworthy allies" plus the Wayne fortune (he would be empowered by a will that Bruce left should he ever go missing and Dick or Tim were also gone) to recruit a new team of Dark Knights to hold the city while the Master is away. That way they have an added degree of accountability with a patron, possibly a mysterious one calling himself "The Outsider", who would enforce on them the Batman Code of Honor. If players didnt want that origin they could be someone who started on their own, or came to Gotham recently, and joins up with Alfred's agents (the other PCs.)

Ease yourself into it. Start with a break in at a WayneTech warehouse with enthralled guards and amok security bots as a kind of "Dungeon". If your players arent interested in doing a lot of detective work (always a problem in my experiance) just hand wave it and say thigns like "after talking to the informant you hear that the new Greenmen (former henchmen of Poison Ivy that worship her like a goddess) are holding a recruiting session in the Park this Friday night at midnight, you are now on the outskirts of the park and ready to go in a bust heads." Do a few Secret ID scenes, some evading of the GCPD, some roleplay with the mysterious benefactor, etc and you will do just fine.
 
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I've found a supers game can be a great intro into RPGs for non gamers. If they know about comics, they can pick up the rest pretty fast.

I'd advise chopping up the scenes a lot more than in other games. Don't RP every time they drive across town or pick up their dry cleaning or whatever. Just stick to the important or dramatic stuff. A GM can usually get away w/more moving-things-along, "You return to Statley Wayne Manor to discover..." just as long you don't force them into doing stupid stuff.

Things move alot faster in modern settings b/c you don't have to describe everything. Just say a 7-11 and everybody knows what you're talking about.
 

Stormborn said:
As for Gotham -
What if the Batman Family and all the major crazies are gone? Maybe Brother Eye and his OMAC army got them, maybe something magical happened, no one knows they just are all gone. But there are all of these former henchmen who think they can be the next Crime Boss and have access to all the former baddies old gadgets. This way you can use your own version of the Joker, etc that the players dont know every detail on. They can be definativelly yours. A new crime wave starts and peopel realize that Gotham needs new heroes. Alfred might still be around and uses a file that Batman had on "possible trustworthy allies" plus the Wayne fortune (he would be empowered by a will that Bruce left should he ever go missing and Dick or Tim were also gone) to recruit a new team of Dark Knights to hold the city while the Master is away. That way they have an added degree of accountability with a patron, possibly a mysterious one calling himself "The Outsider", who would enforce on them the Batman Code of Honor. If players didnt want that origin they could be someone who started on their own, or came to Gotham recently, and joins up with Alfred's agents (the other PCs.)

Thats a pretty good idea, that I had not thought of. Thankyou.
 

and then later on you find out that the mastermind behind everything is bruce wayne who got fed up with trying to defend a city that didn't appreciate him.....but that kinda sounds toooo cliche.

Still, players wouldn't see it coming. Or, he could be doing things to test others to see if they are worthy of being Dark Knights...? Or, maybe he's just gone, poof, or never existed in the first place (alternate time/history/dimension story).

What would Gotham be like if Batman never existed at all?
 


There's a couple of Dark Champions source books from Hero Games that you might be able to mine for ideas and plots/villians. The Dark Champions stuff is aimed at a more gritty, noir-ish superhero stuff.
 



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