What Makes A Successful Superhero CAMPAIGN

Reynard

aka Ian Eller
That other thread is about system, so I would liek to keep that discussion out of this thread. here, I am more interested in what you think makes for a good superhero campaign. What style of supers works best for you? What sorts of adventures? What sorts of PCs? What have your most successful superhero games been like? What about your failures.

I think the seminal text for superhero campaigns is the original Strike Force sourcebook by Aaron Allston. Though written for Champions, most of its advice and practices are universal for supers games (and some beyond). Making secret ID's matter and engaging in bluebooking for the melodrama both help supers campaigns have the complexity and texture of long comic book runs.

My most successful supers campaign was actually a D&D campaign that reached the superheroic modern era (using Mutants and Masterminds). It was the third campaign after one that started in AD&D 2E and the next using 3.x. Basically magic disappeared for 1000 years and the world developed in a "mundane" way until the equivalent of the 1920s, when magic was unleached again and the world's superheroic age began. That happened in a pulp adventure session. then we played a Golden Age mini-campaign, before moving onto the main heavily silver age inspired campaign. It all came to a head in my own Crisis on infinite Erebars for our group's 20th anniversary. Connections to the D&D lore and past replaced things like North Myth inspired supers, so instead of a group of idiots dressed up like animals for Spiderman villains, we had a group of idiots dressed up by low level D&D monsters as villains.

Anyway, tell us about what you think makes a successful superhero campaign, outside of game system concerns.
 

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For me, a successful superheroes campaign requires the Chris Claremont formula all the way. Superhero action interspersed with soap opera drama.

You need a good mix of one-off and reoccurring villains to fight, both super and mundane. Building a dislike then hatred then almost toxic friendship with long-term villains is a must. Characters switching sides is also a great bonus.

A tangent of that is you need a good variety of threats and challenges. Some fights will be against bank robbers others will be against world-conquering madmen others will be against alien invaders from beyond the stars. Rescuing people from disasters. Rescuing people from villains of all kinds. A Silver Age vibe helps a lot here. Being able to get really, truly weird always makes things more varied and interesting.

You need a good mix of PC personalities and clashes between them. It’s a Goldilocks zone thing. Just enough friction to keep it interesting but not so much it takes over for more than a session or two at most. Smallville did a great job of detailing how to do this. Find places where there’s disagreement and tension then spotlight that clash. The players can do the rest.

You need a wide cast of interesting NPCs for the PCs to interact with. Mundane people and other superheroes alike. The more the merrier. Fill the world with named NPCs the PCs will have to rescue or bust throughout the campaign.

And to use the DC Heroes name for it, you need subplots. Lots and lots of subplots. Subplots here go beyond the standard definition. It also means player-generated content. Players suggest plots and subplots they want to see in the campaign. This is key to a long-running game. Another way to get that kind of engagement is PCs and players having goals.
 

For me, a successful superheroes campaign requires the Chris Claremont formula all the way. Superhero action interspersed with soap opera drama.

You need a good mix of one-off and reoccurring villains to fight, both super and mundane. Building a dislike then hatred then almost toxic friendship with long-term villains is a must. Characters switching sides is also a great bonus.

A tangent of that is you need a good variety of threats and challenges. Some fights will be against bank robbers others will be against world-conquering madmen others will be against alien invaders from beyond the stars. Rescuing people from disasters. Rescuing people from villains of all kinds. A Silver Age vibe helps a lot here. Being able to get really, truly weird always makes things more varied and interesting.

You need a good mix of PC personalities and clashes between them. It’s a Goldilocks zone thing. Just enough friction to keep it interesting but not so much it takes over for more than a session or two at most. Smallville did a great job of detailing how to do this. Find places where there’s disagreement and tension then spotlight that clash. The players can do the rest.

You need a wide cast of interesting NPCs for the PCs to interact with. Mundane people and other superheroes alike. The more the merrier. Fill the world with named NPCs the PCs will have to rescue or bust throughout the campaign.

And to use the DC Heroes name for it, you need subplots. Lots and lots of subplots. Subplots here go beyond the standard definition. It also means player-generated content. Players suggest plots and subplots they want to see in the campaign. This is key to a long-running game. Another way to get that kind of engagement is PCs and players having goals.
Excellent list.
 

For me, a successful superheroes campaign requires the Chris Claremont formula all the way. Superhero action interspersed with soap opera drama.

You need a good mix of one-off and reoccurring villains to fight, both super and mundane. Building a dislike then hatred then almost toxic friendship with long-term villains is a must. Characters switching sides is also a great bonus.

A tangent of that is you need a good variety of threats and challenges. Some fights will be against bank robbers others will be against world-conquering madmen others will be against alien invaders from beyond the stars. Rescuing people from disasters. Rescuing people from villains of all kinds. A Silver Age vibe helps a lot here. Being able to get really, truly weird always makes things more varied and interesting.

You need a good mix of PC personalities and clashes between them. It’s a Goldilocks zone thing. Just enough friction to keep it interesting but not so much it takes over for more than a session or two at most. Smallville did a great job of detailing how to do this. Find places where there’s disagreement and tension then spotlight that clash. The players can do the rest.

You need a wide cast of interesting NPCs for the PCs to interact with. Mundane people and other superheroes alike. The more the merrier. Fill the world with named NPCs the PCs will have to rescue or bust throughout the campaign.

And to use the DC Heroes name for it, you need subplots. Lots and lots of subplots. Subplots here go beyond the standard definition. It also means player-generated content. Players suggest plots and subplots they want to see in the campaign. This is key to a long-running game. Another way to get that kind of engagement is PCs and players having goals.
Good point. The most successful supers game I've been in was a M&M pbp game here back in the mid-00's. Lots of drama and player conflict.

Though one of my current games is Marvel Multiverse, and we're all enjoying putting out fires, trying to save the world from the big bad evil organization. Plenty of rp, but drama between the PCs is pretty limited.
 


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