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#3 |
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Join Date: Nov 2008
Location: Rome, Italy
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I played a similiar campaign some time ago; it then evolved on a "Superscale Morality Dilemmas" Authority-style, it was quite fun.
IMHO the characters seems a little too wide-spread, you need something to tie them up: being captured by "the Company" is a bit cliched but always working adding revenge as common denominator; or you could introduce a third super party that could work as advisor, enemy... or both. Usually if you create a believable enemies the players and the characters start to work together, so the most important setting questions are: What are the company goals? They wante to create Supers, are they an accident or a side effect for something else? They want to control them, mantain the secrecy or they want to take all the media lights? The mutation are under control or are the expanding at a rate the company cannot contaim them? Other countries Goverments are accomplices or enemies? There are other companies? and so on... Another good point is to insist on characters families and relatives: they know supers exists? Are they shocked, exalted or scared? can they become company targets? And last but not least, what's the meaning of supers in your setting? Are they just minority anomalies or are they spreading? Is this the birth of a new human specie? Excalation is another thing that works wondefully in Supers campaigns: first save yourself, then you family, then your city, then the World. it follows the characters "discovering of the powers" and grants new tougher challenges, but could easily slips out of hand if not carefully crafted. Just remember where "Heroes" failed: not providing a clear goal and challenge; after the first season (where all the plot is stealed from Watchmen) is goes shambling then and now without much purpose. Just avoid it in your campaing and everything should go fine.
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“A strange game. The only winning move is not to play. How about a nice game of chess?” |
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| Tags |
| gurps 4th edition, heroes |
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