Skip to main content

Taking Champions out for a spin

So, after Adam's post about the epic-length Champions game in which he played as a child, I got pretty sentimental about Champions, Fourth Edition (aka the Big Blue Book).  Rather than bring in my entire, huge group of players, I decided to start small.  So, I made PC's for both kids, Bubblegum (Champions edition) for the daughter, a guy named "Kroxigor" for the son.  For those who follow these things, Bubblegum is a low-level martial artist with Entangle and Flash, Kroxigor is a straight up light brick at 250 pts.

First, Bubblegum encounters Pulsar attacking the police.  She does a good job switching between her gum powers and her martial arts.


Then, Bubblegum finds Kroxigor fighting Bluejay, who is attempting to recapture him and return him to his creators.  They make pretty quick work of her.


Then, back at the defunct Ultimate Posse headquarters, the pair hear that GRAB is robbing a bank.  Three villains is a lot for them to handle, and they'll have to coordinate their actions to beat them.  Sadly they don't, and both the heroes are knocked out and GRAB makes their getaway...


The group is mixed on it. I could tell they didn't like the weird OCV/DCV math, and the more rigid rules.  They also hated losing, but that happens in comic books....

Comments

  1. Not knowing a lot of the details of the way it was run (as opposed to the scenario itself) it's difficult for me to comment, but I like that you guys gave it a try.

    My only thought is, "the more rigid rules" - rigid in what way?

    ReplyDelete
    Replies
    1. I think what I really meant to say was "more rules" not exactly "more rigid," although they asked about Affiliation Dice (a great innovation of MHR). Champions is a "roll low to hit, roll high for damage" game, which most contemporary games don't do anymore, and that was counter-intuitive for them. They also had a little trouble with stunts vs. special effects. In some games, you can attempt a stunt and get some kind of effect. In Champions, it is just a special effect.
      e.g. Bubblegum's player was battling Pulsar. She asked how he was shooting his energy blast and I said "out of his hands." She then said she wanted to gum up his hands and I said, "fine, that's your Entangle." "No," she replied, "that's the power I use to gum up his whole body. I'm trying to do something specific." I'm not sure what she was aiming for there (no pun intended) but I just did the GM "sure, okay" response.

      Delete
  2. I can't think of a bigger mindset jump than Marvel Heroic to Champions and that's exactly the kind of thing I'm thinking of. Champions is just a lot more specific about things and has a lot of old school "tells" like the roll low approach that newer players just don't get.

    I'm thinking you could try and use martial combat maneuvers as a "step-up" for creative thinking and stunts but even that may not cover everything a player can come up with. M&M has the array option but Champions has a hard time handling that on the fly.

    ReplyDelete

Post a Comment

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Hexcrawling a City, an early look

One thing I've been slowly working on for the last year is another fantasy sandbox campaign.  My prior one was generally map-based, although a city featured prominently in it.  As time went by, it lost a lot of its "sandbox" quality and became more directed on my part.  In the process, I think it lost something.

So, after being away from fantasy for a solid year, it's time to get back to it.  I spent some of that last year thinking about cities.   Some fantasy RPG treat cities on a very detailed level, with maps of streets, etc.  But while that's fun "map porn" for GM's, how often would the players actually be seeing or using a map like that?  And how long would it take for them to just accrue that knowledge by exploring the city.  I've lived in my current city seven years, with a car, and I don't know how all the cities line up.  What I know are areas, neighborhoods, etc. some intimately, others not so much.  And if I was going to a new cit…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...