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Old 08-12-2010, 07:34 PM   #1
Flyndaran
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Default What's the most important pre-game things to do for a supers campaign?

Just curious.
It seems like supers games have the most unspoken assumptions in order to have fun.
What do "you" consider the most important of those?
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Old 08-12-2010, 08:53 PM   #2
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Default Re: What's the most important pre-game things to do for a supers campaign?

IMVHO, the single most important thing is to find out what "Supers" means to your players--and to you--and see if evrything is compatible, or can be adjusted.

One thing I brought up befpore my last one was secret identities. Specificly, how easy it is to keep them secret. In Marvel and DC Comic Books, the unspoken conventions keep them secrtt, despite major clues to reveal them. Clark Kent's always nearby, yet never seen with Superman--get a clue, Lois Lane. Selective obliviouness is a part of it--unless a villain deliberately works HARD to unviel it. So--are those who have secrtet ID's going to have them protected by convention? Or is there going to be a more realistic handling of them?

Another issue is killing--some comics, almost no one ever dies, and when someone does, it's a big deal. Others, thugs and even more major villains get killed in boatloads. How's it handled, and what's the consequences.

One thing I did throw in--driving PC's NUTS--was the FAA. Flying supers can act as ultralights with no licences, etc. Anything else--higher, faster, etc, they need a special pilot's licence for themselves. They also have to obey all appropriate laws, check Notices to Airmen, observe restricted airspace, etc. (Note that MOST airspece ove a city is restricted, since it's in the control zone of a major airport.) I didn't overdo it, IMVHO, but they had to pay attention to airplanes.

(There were some high performance flying heroes, including one that contacted the tower and asked for clearance for 250,000 feet. The tower asked, "How are you going to get up to 250,000 feet?"

She replied, "I'm not going up to 250,000 feet, I'm dropping down to 250,000 and decelerating to Mach 9."

She got her clearance...)

Of course, emergencies allow for violating rules...but justify it--and notify ATC that they have ACM <Air Combat Maneuvering> in the control zone...)
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Old 08-12-2010, 10:25 PM   #3
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Default Re: What's the most important pre-game things to do for a supers campaign?

I think the typical power level of heroes is an important thing to discuss. Superman and Dr. Manhattan operate on a level far different from that of Ninja Turtles and Spiderman.
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Old 08-13-2010, 01:06 AM   #4
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Default Re: What's the most important pre-game things to do for a supers campaign?

It gets ignored a fair bit in the comics, but actually, Spider-Man really does belong in those upper echelons. He can pick up and throw a city bus, he can move faster than most people can twitch, he's agile enough to make a porn star look clumsy, and on top of that he's a sufficiently brilliant biochemist that he made his web-fluid in high school, out of commercially-available chemical supplies (and presumably constructed his shooters in metal shop...).

One thing I like to see worked out before I play in any supers game is - are these the first supers ever? If not, are supers common enough that there might be some experienced group somewhere? I mean, sometimes it's nice to know that if the fight against Dr. Facesmasher goes all pear-shaped, there's a chance the Justice Brunch Club might come to your aid once they're finished taking care of that pesky alien invasion, you know? For that matter, if they are the first supers ever, how are the cops going to react when Captain Deusexmachina comes swooping in to snag the bank robbers? I like my worlds to make some sort of internal sense...
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Old 08-13-2010, 08:37 AM   #5
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Default Re: What's the most important pre-game things to do for a supers campaign?

Quote:
Originally Posted by Irish Wolf View Post
For that matter, if they are the first supers ever, how are the cops going to react when Captain Deusexmachina comes swooping in to snag the bank robbers? I like my worlds to make some sort of internal sense...
"Captain Deusexmachina" -- THERE is a Superhero Name that needs a character fleshed out! I'm imagining a mild-mannered Professor of Classical Languages who develops super-powers.... He's got to have a cape.... : )

But anyway--with regard to the OP...

I'd say "Grit-level" or even "Reader/Moviegoer Rating" has to be established. Is this a whimsical action-comedy where no-one gets hurt? Is this a dark, brooding saga with Adult Content? I would actually go so far as to cite sample comic books/movies in orienting the players. Is this "Spiderman 1" or "The Dark Knight Returns"?
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Old 08-13-2010, 11:54 AM   #6
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Default Re: What's the most important pre-game things to do for a supers campaign?

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Originally Posted by Furabo View Post
"Captain Deusexmachina" -- THERE is a Superhero Name that needs a character fleshed out! I'm imagining a mild-mannered Professor of Classical Languages who develops super-powers.... He's got to have a cape.... : )
And an ancient machine (of Classical Atlantian origin perhaps) that summons the powers of the gods.

"Hang on! I'll just set the dial to "Poseidon" to stop that tidal wave!"
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Old 08-14-2010, 09:04 PM   #7
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Default Re: What's the most important pre-game things to do for a supers campaign?

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Originally Posted by sir_pudding View Post
And an ancient machine (of Classical Atlantian origin perhaps) that summons the powers of the gods.

"Hang on! I'll just set the dial to "Poseidon" to stop that tidal wave!"
IIRC, "Deus ex Machina" was actually a theatrical device..the God from the Machine. A god showed up to resolve the plotlines. It wasn't a machine that had the power of a god.
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Old 08-14-2010, 10:57 PM   #8
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Default Re: What's the most important pre-game things to do for a supers campaign?

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Originally Posted by IrishRover View Post
IIRC, "Deus ex Machina" was actually a theatrical device..the God from the Machine. A god showed up to resolve the plotlines. It wasn't a machine that had the power of a god.
Yep, the machine in question was a kind of crane that lowered the actor playing the god onto the stage.

Now having said that, I thought the Atlantean device that invokes the powers of various gods was a great play on the expression.
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Old 08-15-2010, 03:46 AM   #9
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Default Re: What's the most important pre-game things to do for a supers campaign?

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Originally Posted by IrishRover View Post
IIRC, "Deus ex Machina" was actually a theatrical device..the God from the Machine. A god showed up to resolve the plotlines. It wasn't a machine that had the power of a god.
Of which I'm aware, but a backstage crane that delivers actors isn't much of a superpower. :)
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Old 08-15-2010, 10:19 AM   #10
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Default Re: What's the most important pre-game things to do for a supers campaign?

You also need to discuss/ determine the common-ness of superpowers ...

Are there like maybe 100 supers on the entire planet, or will you see a half dozen on your trip to the grocery store ?

How do non-supers interact with supers ? and how does non-super law enforcement intend on handling super villians ?

Along with the previously mentioned 'grit-level', you need to discuss how the players/ characters will treat adult topics like 'heroes' who commit crimes, murder, sexual assault, and such ...

Another thing, in GURPS, a normal with an assault rifle can be a serious threat to a low-powered super ... and when normals equipped in this manner come in squads or platoons ... low DR supers tend to bite the dust quickly.
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