6/9/2023 0 Comments Superhero rpg adventures![]() 15 THINGS LEARNED ABOUT SUPERHERO RPGS AFTER RUNNING 150 SESSIONS OF MY CAMPAIGN 1) MOST SUPERHERO EXPERIENCE POINT SYSTEMS SCALE POORLY FOR LONG-TERM PLAY ![]() This post is a companion piece to my 2012 post, noting some of the ways my thinking about running superhero games have evolved or changed since the first write-up. The two original characters have gone on hiatus so the players can bring in new heroes, and the team now includes an alien circuit acrobat, a rogue winged monkey from the parasitic demi-plane known as Oz, and a Mexican speedster/shadow-sorcerer whose powers stem from a number of gods. ![]() In game, the duo of Shock & Awesome have grown to a full-fledged superhero team dubbed SMAX. Over the last six years we’ve switched systems, going from 3 rd Edition Mutants and Masterminds to Cortex’s Marvel Heroic RPG system, and accumulated three additional players (although session-by-session attendance varies). Now, six years later, we’ve just played session #150 of the same campaign, which definitely makes this one of the longest RPG campaigns I’ve ever run. ![]() So back in 2012 I wrote up a list of 13 things I’d learned running a Superhero RPG campaign for thirty sessions, and it quickly became one of the most read posts I’ve ever done.
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