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ronpyatt
Saturday 03-31-2007, 12:35 AM
I had a group of 6 players with super characters. This group of supers made a decision to dominate the planet. They claimed it wasn't that they chose to be the bad guys. They were just counting on being able to knock off the one superhero that slapped them on the wrist for disrupting San Fransisco's power grid, making the coast guard party all night, dropping an airplane into the ocean, and framing another superhero that got the blame for a burning building.

They claimed that they were not evil. Gullible as I am, I was not ready to fall for their insistence that they were just drawn "that way".

So, once I figured out that the party really had gone bad, I introduced all sorts of difficulties that made their super-life exciting and a non-stop ride through scene after scene. When they played evil it maked it easier to have bad things happen to them.
The worst (or best) was when they went back in time by 15 minutes and confronted themselves to assist in saving their future selves from destruction. When the 15 minutes were up and the time traveled copies did not vanish into the time-stream both versions decided there could be only one copy. They made several attempts to kill off the "other" party.

If your players are going to go bad, there is a good chance that the world will soon go to pot. My world did. And in a bad way... Earth was destroyed.

Supervillain PCs have a whole different perspective on what they should be doing (right & wrong), but true to many of the comic books I've read, superheroes invite an arch nemesis into their lives. At least my players felt obligated to go after the one super that they felt was a significant threat to their version of happiness.

Moritz
Thursday 04-05-2007, 10:11 AM
Oh oh oh the fun I would have had with these people.

Lord Z
Friday 06-08-2007, 08:39 AM
Yaboo Ron, It seems that you got a little frustrated with your players (heavens knows that I do), but otherwise it looks like you ran a really fun campaign. The players were obviously very interested in what was happening and eager to take an active role in shaping the game world. The player-characters underwent a lot of character development along the way. You are right about the characters being villians, but that's okay. You thought at first you were running a Super-Heroes campaign, but it turned into a Super-Villians campaign. That's not better nor worse, just different. When the campaign generates its own paradigm shift, it's best to embrace the change and see how the new campaign concept will be fun.

ryan973
Friday 07-11-2008, 10:06 AM
I super villain campain is Sooooo much fun. I like the magneto and lex luthor types not the I eat babies or carnage guys. that can get old real fast.

michaeljearley
Thursday 07-17-2008, 03:52 PM
Magneto = GOD.
I have an Iron-Man/XO Manowar char in a friends superhero game.
He ended up leaving the team because of in-game problems, and the GM lets me play him as an NPC now (I ended up moving away in RL shortly after and he consults me for ideas.)
The character which started as an ex-cop trying to be a hero has completely turn into a "well, I guess if noone else will, I should take over and fix the world" magneto type.
It's super fun.

nijineko
Saturday 07-26-2008, 07:45 PM
the fun really starts when you retire those characters, start a new campaign and have the new characters put in the position of fighting the old ones. ^^