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Superheroes are a hot commodity -- why aren't superhero RPG's?
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<blockquote data-quote="Virgo" data-source="post: 7129831" data-attributes="member: 11988"><p>The "Champions" campaign I was in, lo, all those years ago consisted of original characters, who while super-powered, were not in the same league as Superman or Batman. It was a fairly large group -- our full roster topped 12 players but due to real-life events it was very rare for all 12 to be there at once. Sessions were usually one-shot episodes (in keeping with the spirit of comics of that time), so this way the rotating character line-up could be better explained between adventures. There were a few players who had very detailed backstories which definitely helped the GM with the narrative. Also there were plenty of adventure modules for the game so the GM wouldn't have to come up with one from scratch.</p><p></p><p>Given a choice, I would definitely prefer to create a character rather than play an established one. Our campaign was during the time Marvel Comics was red-hot with their "X-Men" titles so the setting was the Marvel universe with us playing local heroes in our city. That gave the opportunity for cameo appearances by famous Marvel heroes (one of the players was begging the GM for her superheroine "Columbia" to sleep with Thor. Never happened.) <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Virgo, post: 7129831, member: 11988"] The "Champions" campaign I was in, lo, all those years ago consisted of original characters, who while super-powered, were not in the same league as Superman or Batman. It was a fairly large group -- our full roster topped 12 players but due to real-life events it was very rare for all 12 to be there at once. Sessions were usually one-shot episodes (in keeping with the spirit of comics of that time), so this way the rotating character line-up could be better explained between adventures. There were a few players who had very detailed backstories which definitely helped the GM with the narrative. Also there were plenty of adventure modules for the game so the GM wouldn't have to come up with one from scratch. Given a choice, I would definitely prefer to create a character rather than play an established one. Our campaign was during the time Marvel Comics was red-hot with their "X-Men" titles so the setting was the Marvel universe with us playing local heroes in our city. That gave the opportunity for cameo appearances by famous Marvel heroes (one of the players was begging the GM for her superheroine "Columbia" to sleep with Thor. Never happened.) :lol: [/QUOTE]
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Superheroes are a hot commodity -- why aren't superhero RPG's?
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