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Tell me about your Superheroes game!
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<blockquote data-quote="The Green Adam" data-source="post: 3908254" data-attributes="member: 50821"><p>I actually began playing D&D because a friend described role playing as "playing out a comic book. You create a hero, fight evil and go on adventures". This more then anything else has remained the driving mentality behind every game I've every run since that first faithful day in the summer of '77. </p><p></p><p>Superheroes have remained a favorite gaming subject of mine and while I've run a number of long term campaigns, none have even come close to the one run by my dear ol' friend Will. Master <em>Champions</em> guru William Corpening began running his superheroic epic with the games' 2nd edition in the early-to-mid 1980's. The campaign continued until the late 90's or maybe even early 2000's and followed the 'Heroic Ages', essentially the various incarnations of a superhero team called, oddly enough, The Champions. William was incredibly skilled at handling large numbers of PCs (sometimes 12-16 at a time), each performing feats in flight, at superspeed, while teleporting, etc. I was playing for nearly 6 months before I even knew or cared about what the rules of <em>Champions</em> were.</p><p></p><p>The first phase of the campaign was set in a period similar to the late Silver Age and late 70's and early 80's comics of Marvel. The main enemy was a former Golden Age hero-turned-villian who was himself a member of the Golden Age Champions. In the final battle between the SA Champions and their arch-nemesis, one hero was killed, one lost his powers and another had his powers increased to the point where he could not use them without killing innocents near him.</p><p></p><p>The second campaign, of which I had the please to be a part of, took place between 1985-1988 and revolved around the Iron Age, when the four-color world of comics where shattered by razor sharp shades of grey and splatters of black blood. Long before DC's <em>Kingdom Come</em>, Will explored the idea of a new breed of ruthless heroes butting heads with those who survived the Golden and Silver Age and harkened back to a purer time. Mo team of Champions officially existed as most viewed the past team's final moments as less then stellar. The main hero representing the old schoolers had been a young member of the SA group. The villian of the previous series was now a Magneto-style anti-hero, shown to be driven by a desire for lost love and family and out to defeat those who would feared or hated the superhumans.</p><p></p><p>The next phase was inspired by a strange merging of Vertigo's surreal and philosphical comics and the gritty realism of Watchman and its ilk. Following a huge battle between the supers of various dimensions, meta-beings had largley faded from public view. Only a secret few remained, with many of those surviving heroes and villians of the past reached new states of being. Much of the story was story-driven with far fewer epic fights. Conflicts were philosphical and adventures took place on a higher plane of existance.</p><p></p><p>Alas, I didn't really get the chance to participate in the campaign toward the end of its run but I'll never forget how much fun I had while I was a part of it. </p><p></p><p>Whew. Sorry if I rambled. I love superhero rpgs.</p><p></p><p>One last thing. While I have very found memories of <em>Champions</em>, nothing beats <em>Mutants & Masterminds</em> for my gods-in-long-underwear needs these days.</p><p></p><p>AD</p></blockquote><p></p>
[QUOTE="The Green Adam, post: 3908254, member: 50821"] I actually began playing D&D because a friend described role playing as "playing out a comic book. You create a hero, fight evil and go on adventures". This more then anything else has remained the driving mentality behind every game I've every run since that first faithful day in the summer of '77. Superheroes have remained a favorite gaming subject of mine and while I've run a number of long term campaigns, none have even come close to the one run by my dear ol' friend Will. Master [I]Champions[/I] guru William Corpening began running his superheroic epic with the games' 2nd edition in the early-to-mid 1980's. The campaign continued until the late 90's or maybe even early 2000's and followed the 'Heroic Ages', essentially the various incarnations of a superhero team called, oddly enough, The Champions. William was incredibly skilled at handling large numbers of PCs (sometimes 12-16 at a time), each performing feats in flight, at superspeed, while teleporting, etc. I was playing for nearly 6 months before I even knew or cared about what the rules of [I]Champions[/I] were. The first phase of the campaign was set in a period similar to the late Silver Age and late 70's and early 80's comics of Marvel. The main enemy was a former Golden Age hero-turned-villian who was himself a member of the Golden Age Champions. In the final battle between the SA Champions and their arch-nemesis, one hero was killed, one lost his powers and another had his powers increased to the point where he could not use them without killing innocents near him. The second campaign, of which I had the please to be a part of, took place between 1985-1988 and revolved around the Iron Age, when the four-color world of comics where shattered by razor sharp shades of grey and splatters of black blood. Long before DC's [I]Kingdom Come[/I], Will explored the idea of a new breed of ruthless heroes butting heads with those who survived the Golden and Silver Age and harkened back to a purer time. Mo team of Champions officially existed as most viewed the past team's final moments as less then stellar. The main hero representing the old schoolers had been a young member of the SA group. The villian of the previous series was now a Magneto-style anti-hero, shown to be driven by a desire for lost love and family and out to defeat those who would feared or hated the superhumans. The next phase was inspired by a strange merging of Vertigo's surreal and philosphical comics and the gritty realism of Watchman and its ilk. Following a huge battle between the supers of various dimensions, meta-beings had largley faded from public view. Only a secret few remained, with many of those surviving heroes and villians of the past reached new states of being. Much of the story was story-driven with far fewer epic fights. Conflicts were philosphical and adventures took place on a higher plane of existance. Alas, I didn't really get the chance to participate in the campaign toward the end of its run but I'll never forget how much fun I had while I was a part of it. Whew. Sorry if I rambled. I love superhero rpgs. One last thing. While I have very found memories of [I]Champions[/I], nothing beats [I]Mutants & Masterminds[/I] for my gods-in-long-underwear needs these days. AD [/QUOTE]
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