What Makes A Successful Superhero CAMPAIGN

To the thread properly - I think world building is interesting. My most recent supers campaign was built around a single origin for all powers, which means players adding in specific power sources as a real thing rather than their character’s own internalised justification for their powers wasn’t an option. This did limit the possibility of cool, themed enemies, and in retrospect I wouldn’t have done that. The game lost a source of cool focus and variation.
Yeah, that's largely where my concern is in restricting things in a superhero game. I love the wild and gonzo Silver Age stuff so not being able to throw in literally whatever is just a non-starter for me. Subatomic worlds, alternate dimensions, bank robbers, lost civilizations, hollow Earth, sentient planets, alien invasions, hippies with love guns, mecha and kaiju, sentient shades of pink...literally anything goes.
 

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All the supers games I've been involved in have been the full gonzo. I'd actually like to try a more limited campaign, like an all mutants campaign, for a change of pace.
I've done that a few times. But I typically only restrict the PCs to mutants, rather than the whole setting to mutants. Love me some X-Men, so it can work a treat.
 

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