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Superheroes are a hot commodity -- why aren't superhero RPG's?
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<blockquote data-quote="Greysword" data-source="post: 7129901" data-attributes="member: 6669675"><p>Wow, first post on ENWorld after all these years, and it is about supers <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>First, great question, Trismegistus! It seems to me there is an underlying desire by many gamers to branch into the superhero genre, but their apprehension appears to be due to uncertainty about trying new systems (outside of D&D) and the lack of GMs (or experienced players) to help them get started.</p><p></p><p>Champions (and the Hero System) is a <em>fantastic</em> game to run a supers campaign! However, it appears to be extremely complicated on the surface, which is likely a turn-off for many people searching for a system to carry the game (6th edition started with two huge tomes for the core books that were massive (464 pages and 320 pages respectively). In truth, it is relatively easy (Now, Champions Complete is a 242 softcover, which is what I use)! Also, the game front loads a lot of the scary math to character creation, so running the game is smooth.</p><p></p><p>As a new GM, I was asked to run our campaign after the experienced GM had to bow out. It helps that two of the other players are also skilled with the system, but I've found it relatively easy to GM. The system has been around since the 1980s, with LOTS of material, and the mechanics are essentially the same since the first edition (unlike D&D). Thus, modules, material, and villains from First and Third edition are pretty compatible with 6th edition (enough so that I can run them from the book on the fly without a lot of pregame conversion if required). As an example, I've had the team start the module To Sever and Protect, featuring The Protectors (your group? LOL!) from 3rd edition using the stats in the book. </p><p></p><p>I have also found it <em>easy</em> to split the party in Champions! For our first adventure, I need to break a few villains out of jail, so I had the heroes responding to calls around the city, leaving only two to thwart the jailbreak. Initiative and turns churned like butter!</p><p></p><p>Unfortunately, game stores in my area don't have a lot of the game books in stock (if any), especially the Champions Complete book. If they did, it would help advertise the system and genre more, and may spark more interest.</p><p></p><p>In summary, Champions is crunchy and appears to be intimidating, but as an inexperienced GM, I find the flow of play and wealth of past material males it easy to to run the game and give my players a good time!</p><p></p><p></p><p></p><p><TL;DR> Below, I will list a few of the adventures and material I've used since I started as GM last October. Remember, this is from a novice GM!</p><p></p><p>Champions Complete has all the rules needed to run the game, including a selection of important villains and a super hero team to use as an example. Our group is of the power level you'd find with Marvel's New Mutants or DC's current JLA. </p><p></p><p>There are three books of villains upgraded to 6th edition (Master villains, villain teams, and solo villains). These are the same villains you'll find in many of the older edition's modules and printed adventures (Mechanon is their version of Ultron, and Dr Destroyer is sort of like Dr Doom).</p><p></p><p>I don't yet have the Powers book, but it has more archetypes in it, and the Bases book has options and examples for creating evil lairs or downtown high rise headquarters.</p><p></p><p>I have found both paper and PDF books for 5th edition (which was very prolific a run) on DriveThruRPG and the Hero Games website for cheap. They also released all of the 4th edition material on PDF recently, and much of the earlier editions abound for cheap. </p><p></p><p>I have a book for Corporations (from 4th ed), aliens (from 4th ed), To Serve and Protect (from 3rd ed), and Normals (4th ed).</p><p></p><p>If you want a lower powered game or noir genre (along the lines of Agents of Shield, Daredevil, The Shadow, or Dick Tracey), Champions Complete have built in rules to do this!</p><p></p><p>As for my game, I have an overall unnamed master villain that is turning their city into a staging area for all evil and villainy ion the region, a superhero team gone rogue, a local crime-lord is hunting a couple of the team members (including my former PC), a coven of witches hunting a mystical artifact, and VIPER (aka COBRA in GI Joe) is setting up shop. They will all converge due to the machinations of the master villain, but they provide lots of adventure options to keep the game flowing (the PCs are sleuthing a local murder part of the session and battling alien hunting vigilanties the rest of it).</p><p></p><p>Lastly, Champions Complete has a list of powers and effects, but the one to use may not be obvious. The player should think of a character concept, then the special effects he wants the character to accomplish (Flash runs across water, Colossus turns to steel and has super strength, Batman has a utility belt with whatever gadget he needs at the moment). Next, he filters through the list of powers and finds one that gives him the mechanics to fit the power effect (Running on water uses the flight power instead of running, since he glides across the water fast; Colossus has resistant protection and boosted strength; Batman has a Variable Power Pool that allows him to change his power each time he has a turn).</p></blockquote><p></p>
[QUOTE="Greysword, post: 7129901, member: 6669675"] Wow, first post on ENWorld after all these years, and it is about supers :) First, great question, Trismegistus! It seems to me there is an underlying desire by many gamers to branch into the superhero genre, but their apprehension appears to be due to uncertainty about trying new systems (outside of D&D) and the lack of GMs (or experienced players) to help them get started. Champions (and the Hero System) is a [I]fantastic[/I] game to run a supers campaign! However, it appears to be extremely complicated on the surface, which is likely a turn-off for many people searching for a system to carry the game (6th edition started with two huge tomes for the core books that were massive (464 pages and 320 pages respectively). In truth, it is relatively easy (Now, Champions Complete is a 242 softcover, which is what I use)! Also, the game front loads a lot of the scary math to character creation, so running the game is smooth. As a new GM, I was asked to run our campaign after the experienced GM had to bow out. It helps that two of the other players are also skilled with the system, but I've found it relatively easy to GM. The system has been around since the 1980s, with LOTS of material, and the mechanics are essentially the same since the first edition (unlike D&D). Thus, modules, material, and villains from First and Third edition are pretty compatible with 6th edition (enough so that I can run them from the book on the fly without a lot of pregame conversion if required). As an example, I've had the team start the module To Sever and Protect, featuring The Protectors (your group? LOL!) from 3rd edition using the stats in the book. I have also found it [I]easy[/I] to split the party in Champions! For our first adventure, I need to break a few villains out of jail, so I had the heroes responding to calls around the city, leaving only two to thwart the jailbreak. Initiative and turns churned like butter! Unfortunately, game stores in my area don't have a lot of the game books in stock (if any), especially the Champions Complete book. If they did, it would help advertise the system and genre more, and may spark more interest. In summary, Champions is crunchy and appears to be intimidating, but as an inexperienced GM, I find the flow of play and wealth of past material males it easy to to run the game and give my players a good time! <TL;DR> Below, I will list a few of the adventures and material I've used since I started as GM last October. Remember, this is from a novice GM! Champions Complete has all the rules needed to run the game, including a selection of important villains and a super hero team to use as an example. Our group is of the power level you'd find with Marvel's New Mutants or DC's current JLA. There are three books of villains upgraded to 6th edition (Master villains, villain teams, and solo villains). These are the same villains you'll find in many of the older edition's modules and printed adventures (Mechanon is their version of Ultron, and Dr Destroyer is sort of like Dr Doom). I don't yet have the Powers book, but it has more archetypes in it, and the Bases book has options and examples for creating evil lairs or downtown high rise headquarters. I have found both paper and PDF books for 5th edition (which was very prolific a run) on DriveThruRPG and the Hero Games website for cheap. They also released all of the 4th edition material on PDF recently, and much of the earlier editions abound for cheap. I have a book for Corporations (from 4th ed), aliens (from 4th ed), To Serve and Protect (from 3rd ed), and Normals (4th ed). If you want a lower powered game or noir genre (along the lines of Agents of Shield, Daredevil, The Shadow, or Dick Tracey), Champions Complete have built in rules to do this! As for my game, I have an overall unnamed master villain that is turning their city into a staging area for all evil and villainy ion the region, a superhero team gone rogue, a local crime-lord is hunting a couple of the team members (including my former PC), a coven of witches hunting a mystical artifact, and VIPER (aka COBRA in GI Joe) is setting up shop. They will all converge due to the machinations of the master villain, but they provide lots of adventure options to keep the game flowing (the PCs are sleuthing a local murder part of the session and battling alien hunting vigilanties the rest of it). Lastly, Champions Complete has a list of powers and effects, but the one to use may not be obvious. The player should think of a character concept, then the special effects he wants the character to accomplish (Flash runs across water, Colossus turns to steel and has super strength, Batman has a utility belt with whatever gadget he needs at the moment). Next, he filters through the list of powers and finds one that gives him the mechanics to fit the power effect (Running on water uses the flight power instead of running, since he glides across the water fast; Colossus has resistant protection and boosted strength; Batman has a Variable Power Pool that allows him to change his power each time he has a turn). [/QUOTE]
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