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General Tabletop Discussion
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What campaigns have you started that didn't work out (and not for bait & switch-issues)
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<blockquote data-quote="Ruin Explorer" data-source="post: 7839614" data-attributes="member: 18"><p>I actually don't think I've ever had a full-on superhero game last more than a few sessions, but I think there are two sets of reasons for that.</p><p></p><p>First off, a lot of supers rules-sets, especially older ones, do not work well with the fiction. It's all very well going for a Silver Age style thing and creating appropriate heroes, on paper, but if the rules make it gritty and brutal, or make stunts and swashbuckling a bad idea, or are just tedious, you're dead in the water. The worst offender, for us, was the FUZION based Champions: The New Era game, wherein a 4 vs 6 supers/villains battle, which took under three minutes of in-game time took 5+ hours to actually run (Marvel FASERIP would have done it in about 45 minutes, tops), because of the sheer complexity of the systems, analysis paralysis and multiple actions. So after the players had all made great PCs with cool backstories, we foreswore that system forever by mutual agreement.</p><p></p><p>Second off, my experience is that my players love playing supers for a session or three, but after that, they are satiated with the concept and there's often some "That was cool but when are we going to play [insert usual RPG] again?". Such was the fate of the otherwise-excellent MSHAG - the card-based Marvel Superheroes Action Game. Three great sessions but I think the lack of real advancement or loot made people feel less attached. And I think, again, a lot of supers systems have XP/advancement that feels very slow compared to stuff like D&D, which is fine but contributes to this. </p><p></p><p>There have been a lot of unfinished campaigns in many systems over the years but that's usually due to people not being able to make the time and us switching games instead of officially ending the campaign and then never going back.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7839614, member: 18"] I actually don't think I've ever had a full-on superhero game last more than a few sessions, but I think there are two sets of reasons for that. First off, a lot of supers rules-sets, especially older ones, do not work well with the fiction. It's all very well going for a Silver Age style thing and creating appropriate heroes, on paper, but if the rules make it gritty and brutal, or make stunts and swashbuckling a bad idea, or are just tedious, you're dead in the water. The worst offender, for us, was the FUZION based Champions: The New Era game, wherein a 4 vs 6 supers/villains battle, which took under three minutes of in-game time took 5+ hours to actually run (Marvel FASERIP would have done it in about 45 minutes, tops), because of the sheer complexity of the systems, analysis paralysis and multiple actions. So after the players had all made great PCs with cool backstories, we foreswore that system forever by mutual agreement. Second off, my experience is that my players love playing supers for a session or three, but after that, they are satiated with the concept and there's often some "That was cool but when are we going to play [insert usual RPG] again?". Such was the fate of the otherwise-excellent MSHAG - the card-based Marvel Superheroes Action Game. Three great sessions but I think the lack of real advancement or loot made people feel less attached. And I think, again, a lot of supers systems have XP/advancement that feels very slow compared to stuff like D&D, which is fine but contributes to this. There have been a lot of unfinished campaigns in many systems over the years but that's usually due to people not being able to make the time and us switching games instead of officially ending the campaign and then never going back. [/QUOTE]
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