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<blockquote data-quote="arwink" data-source="post: 2937747" data-attributes="member: 2292"><p>Without knowing which system your using, it's hard to be anything but general. As a short-list, I'd go with:</p><p></p><p>1) Things only ever happen at night.</p><p></p><p>2) It's always raining. Or, at least, it's always raining when the players come accross the big fight scene.</p><p></p><p>3) The heroes are often flawed or cursed in some way. The only thing seperating them from their enemies is an intangible line that they refuse to cross.</p><p></p><p>4) Traditionally, four-colour super-heroes don't fare so well against magical opponents unless their powers are magical in nature. This makes the mystic threats scary, even against seemingly invulnerable types such as Superman.</p><p></p><p>5) Remember to increase the number of vampire's slowly, and try to find a new take on the old vampire myths. I'd start with a single vampire on a killing spree, let the players capture/kill him, then go home to celebrate. In a session or two I'd introduce a series of killings with the same motifs, so they can go kill off the creatures they think are the original vampire's children. The fight is tougher, but they go home victorious and safe in the knowledge that they've double-checked every victim that was bitten by the current scourge.</p><p></p><p>That's when I'd hit them with the swarm of blood-drainin undead, and the plot would shift to the mysterious disease set loose in the city by an evil corporation.</p></blockquote><p></p>
[QUOTE="arwink, post: 2937747, member: 2292"] Without knowing which system your using, it's hard to be anything but general. As a short-list, I'd go with: 1) Things only ever happen at night. 2) It's always raining. Or, at least, it's always raining when the players come accross the big fight scene. 3) The heroes are often flawed or cursed in some way. The only thing seperating them from their enemies is an intangible line that they refuse to cross. 4) Traditionally, four-colour super-heroes don't fare so well against magical opponents unless their powers are magical in nature. This makes the mystic threats scary, even against seemingly invulnerable types such as Superman. 5) Remember to increase the number of vampire's slowly, and try to find a new take on the old vampire myths. I'd start with a single vampire on a killing spree, let the players capture/kill him, then go home to celebrate. In a session or two I'd introduce a series of killings with the same motifs, so they can go kill off the creatures they think are the original vampire's children. The fight is tougher, but they go home victorious and safe in the knowledge that they've double-checked every victim that was bitten by the current scourge. That's when I'd hit them with the swarm of blood-drainin undead, and the plot would shift to the mysterious disease set loose in the city by an evil corporation. [/QUOTE]
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