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Ideas for supers adventures?
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<blockquote data-quote="WizarDru" data-source="post: 582617" data-attributes="member: 151"><p>It really depends on what kind of super adventure you plan on running. Just like any genre, there's a lot of room for maneuvering within the context of 'superheroes'.</p><p></p><p></p><p>For example:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Wild Cards:</strong> A 'realistic' supers game, in which the heroes are low-powered, facing more or less real world challenges with a little more of an edge than normal folks</li> <li data-xf-list-type="ul"><strong>Galaxy-Spanning Four-color Adventures:</strong> Galactus, Eater of Worlds arrives: how do you stop him? Count Nefaria has captured NORAD...can another world war be averted? Darkseid's minions assault Metropolis, can they be turned back? The Kree and Skrulls have gone to war, how can Earth avoid being in the middle?</li> <li data-xf-list-type="ul"><strong>Dark Avengers:</strong> Batman and his ilk fight a low-powered battle to take back the night from those who would harm the innocent and do evil. Twisted souls only match the heroes own inner demons.</li> <li data-xf-list-type="ul"><strong>Rollicking 4-color Rock-Em Sock-Em Action:</strong> It's Clobberin' TIME! Extravagant villians with wacky plans, bizarre powers, strange devices and a flair for the melodramatic engage in pugilistic punchouts of powerful pulchitrude, true believer! As my old Aunt May would say: 'Nuf Said!</li> <li data-xf-list-type="ul"><strong>Demi-gods amongst men:</strong> Think Allan Moore's superheroes: beings with powers that can change the world, if they so choose...sometimes being as alien as visitors from the stars (see Watchmen, Swamp Thing, Miracleman).</li> <li data-xf-list-type="ul"><strong>Suicide Squad:</strong> Superheroes performing black-ops work with no official backing, working as spys or a tactical strike-force, with only their powers to keep them safe. Think Suicide Squad, CHESS, GURPS IST or other governement agencies.</li> <li data-xf-list-type="ul"><strong>Outsiders:</strong> The X-men protect the very society that hates and mistrusts them. The Moorlocks just try to survive, out of sight of humanity. Super powers aren't just for fighting villains, they're for staying alive.</li> <li data-xf-list-type="ul"><strong>The Dysfunctionals:</strong> Superheroes who just can't cut a break, like the Defenders, the Champions or any of a host of super-groups that get short-shrift for not being on the superhero 'A' list. Good for comedy purposes, in particular.</li> </ul><p></p><p>And so on. Once you know what KIND of superhero game you're going to run, then you can decide the nature of the adventures within that framework.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 582617, member: 151"] It really depends on what kind of super adventure you plan on running. Just like any genre, there's a lot of room for maneuvering within the context of 'superheroes'. For example: [list] [*][b]Wild Cards:[/b] A 'realistic' supers game, in which the heroes are low-powered, facing more or less real world challenges with a little more of an edge than normal folks [*][b]Galaxy-Spanning Four-color Adventures:[/b] Galactus, Eater of Worlds arrives: how do you stop him? Count Nefaria has captured NORAD...can another world war be averted? Darkseid's minions assault Metropolis, can they be turned back? The Kree and Skrulls have gone to war, how can Earth avoid being in the middle? [*][b]Dark Avengers:[/b] Batman and his ilk fight a low-powered battle to take back the night from those who would harm the innocent and do evil. Twisted souls only match the heroes own inner demons. [*][b]Rollicking 4-color Rock-Em Sock-Em Action:[/b] It's Clobberin' TIME! Extravagant villians with wacky plans, bizarre powers, strange devices and a flair for the melodramatic engage in pugilistic punchouts of powerful pulchitrude, true believer! As my old Aunt May would say: 'Nuf Said! [*][b]Demi-gods amongst men:[/b] Think Allan Moore's superheroes: beings with powers that can change the world, if they so choose...sometimes being as alien as visitors from the stars (see Watchmen, Swamp Thing, Miracleman). [*][b]Suicide Squad:[/b] Superheroes performing black-ops work with no official backing, working as spys or a tactical strike-force, with only their powers to keep them safe. Think Suicide Squad, CHESS, GURPS IST or other governement agencies. [*][b]Outsiders:[/b] The X-men protect the very society that hates and mistrusts them. The Moorlocks just try to survive, out of sight of humanity. Super powers aren't just for fighting villains, they're for staying alive. [*][b]The Dysfunctionals:[/b] Superheroes who just can't cut a break, like the Defenders, the Champions or any of a host of super-groups that get short-shrift for not being on the superhero 'A' list. Good for comedy purposes, in particular. [/list] And so on. Once you know what KIND of superhero game you're going to run, then you can decide the nature of the adventures within that framework. [/QUOTE]
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